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xix
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« Reply #32621 on: June 13, 2020, 09:17:09 PM » |
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zehailiu
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« Reply #32622 on: June 15, 2020, 04:44:19 AM » |
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Hi everyone, I'm an artist who's been working in games since 2004. I started making our first indie game this year with my wife and a good friend of ours, we're all artists and are learning how to code and design and all the other stuff needed to make a game come to life. Hope to support others and learn here, cheers! p.s. here's a pixel witch riding unicorn animation, thingy.
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ProgramGamer
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« Reply #32623 on: June 15, 2020, 11:31:25 AM » |
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Hi everyone, I'm an artist who's been working in games since 2004. I started making our first indie game this year with my wife and a good friend of ours, we're all artists and are learning how to code and design and all the other stuff needed to make a game come to life. Hope to support others and learn here, cheers! p.s. here's a pixel witch riding unicorn animation, thingy. That's a very stylish animation! Hoping to see more from where that came from!
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Suttebun
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« Reply #32624 on: June 17, 2020, 08:39:06 PM » |
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woodsmoke
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« Reply #32627 on: July 19, 2020, 01:12:17 PM » |
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my new little experimental project
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ernanir
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« Reply #32628 on: July 27, 2020, 12:15:42 PM » |
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syn9
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« Reply #32629 on: July 28, 2020, 03:34:19 AM » |
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I've recently begun updating my old 12x12 px cavern tileset with 24x24 tiles. I first sketched out my ideas over a printout of an old map. Here's the current state. It needs more character to break up the monotony, but I'm happy with the progress.
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Suttebun
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« Reply #32630 on: July 28, 2020, 10:48:57 AM » |
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@syn9 Take advantage of our unrealistic texture memory. Pixel those continuous sonofaguns. Also I suggest using more black, as there is enough brown to go blind. You could use the contrast to guide the player. Darker areas being free areas, while brown being the clear paths.. etc - - - Your original crystal geo rocks look interesting and modern.
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« Last Edit: July 29, 2020, 07:53:49 AM by Suttebun »
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velocirection
Level 2
Your favorite pizza raptor game developer
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« Reply #32631 on: August 25, 2020, 03:06:17 PM » |
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Nice rocks bro~ He bumpp :3
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Spirit Galleon
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« Reply #32632 on: August 25, 2020, 09:37:36 PM » |
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Something i did a couple months ago. one of the first major assets I did for my game to get a feel for the main character's design. Also the biggest sprite I've ever made.
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Tobers
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« Reply #32633 on: August 26, 2020, 11:04:02 AM » |
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Oh yea that's awesome. How did you work that mech to get such clean "lines" at that scale?
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Oh god make it stop.
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Spirit Galleon
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« Reply #32635 on: August 28, 2020, 12:56:22 AM » |
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Oh yea that's awesome. How did you work that mech to get such clean "lines" at that scale?
I used some odd 28-ish colors so that i could get some nicer line flow, but honestly alot of it is just understanding how to space pixels. alot of the time when I'm angling a line I'll only do it at 2-4 pixels at a time, and if I need to curve it I always do the curve in steps, so from 3 to 2 to 1, then 2 and 3. if you're doing a very sharp curve that still needs to seem rounded, then your 'point' should be atleast 2 pixels wide so that it eases the shape. A mockup I did for the game, as well as the sprite alone. Some similiar ideas at play on the boss sprite, just at a smaller scale. If you're wondering why I'm so loose with color counts, It's because frankly, arcade games had WAY better limitations than home hardware at the time. And since i'm making an arcade game, I'm going to push the bounds as well. I DID do alot of studying with the Genesis palette limitations awhile back though, so it's helped me understand how to use colors more effectively in a palette.
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« Last Edit: August 28, 2020, 01:59:07 AM by Spirit Galleon »
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SolarLune
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« Reply #32636 on: September 28, 2020, 12:18:45 AM » |
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^ These are fantastic. Really give off the "arcade" feel. ___ It's been eons since I last posted on TIGForums, but here's something. I've been doing a 30-day sprite challenge, and here's day 5 (today's). Here's my Twitter and here's my PixelJoint account where you can see the others, as well.
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JobLeonard
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« Reply #32637 on: September 28, 2020, 02:15:08 AM » |
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^ These are fantastic. Really give off the "arcade" feel. ___ It's been eons since I last posted on TIGForums, but here's something. I've been doing a 30-day sprite challenge, and here's day 5 (today's). Here's my Twitter and here's my PixelJoint account where you can see the others, as well. Is that an Axalotl knight?
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SolarLune
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« Reply #32638 on: September 28, 2020, 08:49:40 AM » |
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I suppose? It was kind of just based on a general idea of a mammalian dolphin guardsman, but the hair is definitely influenced by invertebrates; it ended up looking more like an axolotl / amphibian, so that's fine, lol
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droqen
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« Reply #32639 on: October 09, 2020, 09:14:33 AM » |
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Hello! I've never really thought of myself as a visual artist. But I've been really inspired by a lot of SolS' work, as well as the really vibrant 8x8 pixel art that's come out of the recent popularity of Pico-8 and Bitsy as tools, so I started experimenting a lot with this aesthetic that I've always loved but never really felt confident enough to fully embrace as an art style worth polishing/developing. Hope gifs are OK in this thread - mostly I think it's necessary to get across a little sense of life.
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