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1383658 Posts in 66163 Topics- by 58590 Members - Latest Member: buttholeman69

October 25, 2020, 12:12:35 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 5878840 times)
Sir_Phobos
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« Reply #32660 on: April 06, 2020, 01:57:44 PM »

I've got some sprites for a few more characters from our visual novel ready to show! Any feedback is welcome.


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Suttebun
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« Reply #32661 on: April 06, 2020, 05:09:02 PM »

They look nice - The use of pillow shading usually is deemed negative from pixel tutorials of ye'old; but I see a sort of quality from it in your art that is positive.
Things are kind of standing out differently Wizard

The woman-wearing-a-hat's hips makes ME feel off balance.
Also the the third woman's tie has that plant-like sprout coming out that I think is a little strange. But at a general glance still works.

Interesting, keep it up!
« Last Edit: April 06, 2020, 05:14:14 PM by Suttebun » Logged

Ted
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« Reply #32662 on: April 18, 2020, 01:56:13 AM »

Garden works in progress.





These are wonderful.
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GOLEM
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« Reply #32663 on: April 18, 2020, 02:06:45 AM »

Hello everyone.The garden and several elements of architecture.

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xix
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« Reply #32664 on: June 13, 2020, 09:17:09 PM »

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zehailiu
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« Reply #32665 on: June 15, 2020, 04:44:19 AM »



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 #32666 on: June 15, 2020, 11:31:25 AM »



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 #32667 on: June 17, 2020, 08:39:06 PM »

@zehailiu 

Hand Money Right Hand Money Left Hand Money Right Hand Money Left  so cool!
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GreenBurritos
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« Reply #32668 on: July 02, 2020, 08:11:13 AM »





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Ordnas
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« Reply #32669 on: July 05, 2020, 10:45:10 AM »

The flame on the sword is done well!  Smiley
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« Reply #32670 on: July 19, 2020, 01:12:17 PM »

my new little experimental project

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ernanir
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« Reply #32671 on: July 27, 2020, 12:15:42 PM »



Would love to hear your take on it guys

https://twitter.com/Elderand2/status/1287094247884193792
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syn9
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« Reply #32672 on: July 28, 2020, 03:34:19 AM »

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 #32673 on: July 28, 2020, 10:48:57 AM »

@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.
« Last Edit: July 29, 2020, 07:53:49 AM by Suttebun » Logged

velocirection
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« Reply #32674 on: August 25, 2020, 03:06:17 PM »

Nice rocks bro~



He bumpp :3
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Spirit Galleon
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« Reply #32675 on: August 25, 2020, 09:37:36 PM »



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 #32676 on: August 26, 2020, 11:04:02 AM »

Oh yea that's awesome. How did you work that mech to get such clean "lines" at that scale?
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« Reply #32677 on: August 27, 2020, 08:56:58 AM »

Not game-work, but somewhat retro-game inspired at least.

I've been doing some monochrome pixel-art of late, primarily for use in my TeePublic store, and the following are some of the pieces that I've made:






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Spirit Galleon
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« Reply #32678 on: August 28, 2020, 12:56:22 AM »

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.
« Last Edit: August 28, 2020, 01:59:07 AM by Spirit Galleon » Logged
SolarLune
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« Reply #32679 on: September 28, 2020, 12:18:45 AM »

^ 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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