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Messages - Ryumaru
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General Discussion / Re: What Games Do You Think Have The Best Pixel Art?
« on: December 28, 2016, 09:58:01 am »
Star Ocean: Blue Sphere, Sword of Mana, Fire Emblem and lately owlboy of course. Anything Henk Neiborg.

Challenges & Activities / Re: Secret Santa 2016
« on: December 25, 2016, 06:10:08 am »
DUUUUUDEEE, wOLF, she's perfecttt! So much so that I had to make an emote we didn't have to express my feelings:

Thanks so much man! Perfect amount of colors and going with such a huge canvas! The subtlety in her lips..., just... you rock, dude <3

Also, thanks to atnas for being  an awesome santa as always! Merry X-mas ya'll

Challenges & Activities / Re: The Daily Sketch
« on: December 09, 2016, 06:48:10 pm »
painted this old dude up. Finally starting to do digital painting stuff that isn't shit tier.

Archived Activities / Re: Secret Santa 2016 Sign-Up
« on: November 29, 2016, 02:04:29 am »
I've been summoned for the sake of even numbers.

- dark fantasy
- sexy witches ( black hair pale skin preference)
- low color work
- games: dark souls, bloodborne, ico/sotc/ last guardian, hearthstone, duelyst
- shows: gurren lagann, evangelion, little witch academia, kill la kill, OPM, mob psycho, dan machi
- there's a cool board game called kingdom death that strikes my aesthetic fancy
- dogs

- cats ( except lions)

General Discussion / Hidden Gem: Kakurenbo Monster Battle Tactics
« on: November 25, 2016, 12:53:27 pm »
Hey pix,
As some of you may know, I'm a little obsessed with GBC restriction stuff. Well in one of my random searches a while back, I stumbled upon a gem I had never seen before and would like to share with you guys: Kakurenbo Monster Battle Tactics. The Japan only nature of the game is probably the reason for this, but I'm still surprised at the lack of exposure this game has.

I was immediately captured by the extremely well done portraits, brought to mind Justin Cyr; not many games do low color, 32x32 portraits as well as this one. The variety of characters and powerful instant reads breath a lot of life into this game. Beyond that, the shadow based mechanic of the game is really impressive to be done on a GBC cartridge.

The environment work is more standard rpg, but is very servicable, and the bright colors and crisp shapes definitely lend to a highly polished look. This game being released near the end of the GBC lifespan makes sense, as it often feels more like an early GBA title.

I doubt anything will ever dethrone Star Ocean: Blue sphere in terms of superior GBC graphics, but it's nice to have a new title to oogle at! Below are some screenshots, and at the end, a collection of some of the portraits I put together. I don't have the time to go through the game with it being all japanese, but if some brave or knowledgeable soul wants to take a stab at getting some rips of the later characters, that would be awesome :D

Challenges & Activities / Re: The Daily Sketch
« on: November 23, 2016, 02:23:52 am »
old dude.

Challenges & Activities / Re: The Daily Sketch
« on: November 20, 2016, 12:55:20 pm »
will try to post here more often, you hardcore daily guys inspire me <3

Challenges & Activities / Re: The Daily Sketch
« on: September 15, 2016, 01:23:57 pm »
kasumi: Are you numbering all of your sketches?? That's intense also why am I just now noticing. Cool stuff.
OxDB: Interesting silhouettes, I need to check out that book. It's funny, because a lot of that stuff doesn't seem natural to me. But perhaps it's because I've already been " trained" quite a bit.
Wolf: Keep killing. Inspiring to see you keep up with dailies.

Figures from New Masters Academy. 5-7 min each.

Construction skulls. Boxed ones from life.

General Discussion / Re: Once again, a katana has been granted..
« on: September 13, 2016, 04:50:32 pm »
Congrats <3 <3 <3

Devlogs & Projects / Re: Starr Mazer: DSP
« on: August 30, 2016, 10:14:26 am »
Hey guys, I guess it's my turn.
Animation makes me want to curl up in a ball and cry, so I do the backgrounds :D Starr Mazer is the first project I've worked on that has had an actual release ( well I guess there was Dungeon Dashers as well, but DSP feels more official). By far the biggest team I've worked with, which led to a dynamic completely different than I'm used to. On freelance stuff I usually self art direct, and have nearly full control over the final output ( besides client suggestions).  Level 1 of DSP was a beast with it's 3  transitions, and Kirk, Maximo, the programmers, and even the sound guy had their hands in it some way; mostly palette and layout edits. Here's some of the more interesting files from my folder:

Where it all begins!

First version of the clouds

Final version with modified palette, and flatter background clouds. Originaly the clouds were going to be mostly stationary to be in the far distance, but rightly so, the team decided to have them all move at a considerable rate, making for a more dynamic segment

Rough smoke clouds with some unused building assets

Background set piece: abandoned gate. Cute story behind this asset, it was supposed to be the gate that the player goes through to speed up, but we didnt want to tax the programmers with the issue of collision and giving it translucency when sprites pass through it, so I came up with an easier solution, and stuck this in the background with some battle damage. Felt kind of fitting to find such a use for an asset that was literally scrapped

Mockup segment of the Numspa Gate, including the light based circular gateway at the beginning that replaced the asset above. PPD did the space background that lies beneath this, and is present throughout the game

A lot of this was done under the crunch of EA. I hope to redouble my efforts and make some even cooler stuff for acts II and III :]

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