Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411430 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 11:12:06 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
Pages: 1 ... 1020 1021 [1022] 1023 1024 ... 1637
Print
Author Topic: show us some of your pixel work  (Read 7280873 times)
Miko Galvez
Level 7
**


Designer & Engineer


View Profile WWW
« Reply #20420 on: November 24, 2012, 09:26:09 PM »

omg i miss you guys <3
Logged

Delicious
Level 5
*****



View Profile
« Reply #20421 on: November 25, 2012, 12:39:58 AM »


WIP

and I dunno if I shared this already...
Logged

Blah Blah Blah <3
Twitter - Zjdelicious
dabrorius
Level 0
**



View Profile WWW
« Reply #20422 on: November 25, 2012, 02:20:47 AM »

I've been working on Flee some more, here are few variations, feel free to share your thoughts.

Logged
Dr. Cooldude
Guest
« Reply #20423 on: November 25, 2012, 03:59:26 AM »

Cavern dwellers.  The one on the right is the shop keeper.


I love these
Logged
Happy Shabby Games
Level 8
***


msmymo


View Profile WWW
« Reply #20424 on: November 25, 2012, 05:13:24 AM »

I've been working on Flee some more, here are few variations, feel free to share your thoughts.



I liked the character design of the small one so I did an edit!:

-I made him a bit less robotty, but that's just a personal touch. I like how your guy is more machine-like.
-got rid of the dithering and AA you were using because it was making the sprite blurry and didn't add a whole lot.
-reduced the palette to four colors and tried to improve the silhouette
-used the light source in front of the character to give him some volume
Logged

dabrorius
Level 0
**



View Profile WWW
« Reply #20425 on: November 25, 2012, 08:04:56 AM »

I liked the character design of the small one so I did an edit!:

-I made him a bit less robotty, but that's just a personal touch. I like how your guy is more machine-like.
-got rid of the dithering and AA you were using because it was making the sprite blurry and didn't add a whole lot.
-reduced the palette to four colors and tried to improve the silhouette
-used the light source in front of the character to give him some volume

Yeah dithering was a bit unnecessary I'll get rid of it and shading on your version is much better, it gives a real feeling of volume, I'll try to do something more similar to that.
I'd like to keep the robot more machine-like, I think that round stomach is what makes your design much more human-like.
Thanks a lot for the input, I'll update the sprite and post it here soon Smiley
Logged
namragog
Guest
« Reply #20426 on: November 25, 2012, 08:30:36 AM »


WIP

and I dunno if I shared this already...


Whoah, um. Wow. I like mr. buggy, and I love the colors in wolfy-kin's image.  Kiss
Logged
intmain
Level 0
***



View Profile WWW
« Reply #20427 on: November 25, 2012, 12:36:29 PM »



some things I doodled for a thing
Logged

saibot216
Level 10
*****



View Profile WWW
« Reply #20428 on: November 25, 2012, 06:43:32 PM »



1600x900 (2x'ed)

1 hour and 49 minutes.

bleh.

Woah! Really cool!
Logged

Belimoth
Level 10
*****


high-heeled cyberbully


View Profile
« Reply #20429 on: November 25, 2012, 06:52:28 PM »



some things I doodled for a thing

Can't say I've ever seen a pixelly stapler before. Good work.
Logged

Code_Assassin
Level 5
*****


freedom


View Profile
« Reply #20430 on: November 25, 2012, 07:25:19 PM »

snip
]

Those are some pretty nice sprites Tongue I like the duck.
Logged
Ashkin
Guest
« Reply #20431 on: November 25, 2012, 09:14:26 PM »

Please say those are for Step Off 2 :3
Logged
Maud'Dib Atreides
Level 4
****


Obsessed with space


View Profile WWW
« Reply #20432 on: November 26, 2012, 01:28:35 AM »



shes mad
Logged

Guy: Give me all of your money.
Chap: You can't talk to me that way, I'M BRITISH!
Guy: Well, You can't talk to me that way, I'm brutish.
Chap: Somebody help me, I'm about to lose 300 pounds!
Guy: Why's that a bad thing?
Chap: I'M BRITISH.
intmain
Level 0
***



View Profile WWW
« Reply #20433 on: November 26, 2012, 01:29:00 AM »

Please say those are for Step Off 2 :3

 Wink
Logged

Ashkin
Guest
« Reply #20434 on: November 26, 2012, 01:45:34 AM »

Please say those are for Step Off 2 :3

 Wink
yesyesyesyesYES
Logged
Geti
Level 10
*****



View Profile WWW
« Reply #20435 on: November 26, 2012, 03:24:46 AM »



Largely studied from http://www.wayofthepixel.net/index.php?topic=7930.0 with a little bit of emulated fiddling. Amazing art on the environments.

No art is ripped, in case that's unclear, I used a similar technique to their art for the trees though (4x4 meta-canopy tileset)

Things I'm happy with:
- tree detail
- house detail
- most of the paths
- character style
Things that I'd improve
- path large block tiles look very tiled
- door size somehow (its too small, but it takes half the screen otherwise)
- make some other grass patches

Characters in this break GBC restrictions because fuck the police. Its not GBC res either.

Time: 3 hours on and off over the day.
« Last Edit: November 26, 2012, 05:41:28 AM by Geti » Logged

rivon
Level 10
*****



View Profile
« Reply #20436 on: November 26, 2012, 03:56:43 AM »

Geti: apart from the grass it looks great Smiley
Logged
sublinimal
Level 8
***



View Profile
« Reply #20437 on: November 26, 2012, 04:04:26 AM »

The thing that bothers me is the path. The setting gives an impression that everything else is taken care of by people, so it's strange why the path looks like it's been neglected for years. Furthermore, there's problems with tile connectivity.

I'd just suggest something like this:

Logged
Geti
Level 10
*****



View Profile WWW
« Reply #20438 on: November 26, 2012, 04:56:33 AM »

Geti: apart from the grass it looks great Smiley
Haha, its neon in the shots it was based off I swear Wink
I might try a more subdued hue config later on to further separate it from the trees and prevent eye-blistering on any screen with good colour reproduction.

The setting gives an impression that everything else is taken care of by people, so it's strange why the path looks like it's been neglected for years. Furthermore, there's problems with tile connectivity.
It's meant to be a backwater house under investigation, so I'm glad the path comes off that way, heh. What makes the house look well kept? It's meant to be fairly overgrown, and to hint at having had 5 extensions by different owners with different visions.
I don't like the tile dithering going on in your edit tbh, though I appreciate there's not much to work with. I don't think the discontinuities would get picked up in a larger area but it's good to know they stick out a bit.
Logged

Geti
Level 10
*****



View Profile WWW
« Reply #20439 on: November 26, 2012, 05:46:25 AM »

spent 40min before bed touching it up with crits in mind



hopefully reads as quite a bit more dilapidated with less eye-rape grass + better separation.

"the case of the gigantic chest with no key"
PROTAGONIST, HALP!

..yeah its bed time
Logged

Pages: 1 ... 1020 1021 [1022] 1023 1024 ... 1637
Print
Jump to:  

Theme orange-lt created by panic