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Messages - Beefmo
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Pixel Art / Re: [WIP] Chibi Platform Game Character [new animation]
« on: March 28, 2010, 01:59:53 am »
Wewps meant to post that too sorry ><



I had a nice reference run sprite that i ran across just before, but I seem to have lost it, I'll try to dig it up for you.

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Pixel Art / Re: [WIP] 32x32 Isometric Mountain Tileset
« on: March 28, 2010, 12:46:32 am »
To PypeBros: Sadly I cannot specify a specific tile for a cave entrance, although the dev's are working on darkening indoor tiles that would help the problem with the hidden entrances.

To crab2selout: This is where I'm finding it really hard to strike a balance, since the floor tiles have to work as edges too, I've been messing around with softening the edges in the floor tiles trying to strike a balance that masks the grid and works in all circumstances, should have another update later tonight/tomorrow morning.

And thanks for the comments all!

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Pixel Art / Re: [WIP] Chibi Platform Game Character [new animation]
« on: March 28, 2010, 12:27:34 am »
Had a little mess around with your dood trying to breathe a little more life into your idle animation. Exaggerated his breathing and added some extra bounce to him. Take from it what you will, but either way it was really fun messing around with him. Your little guy is really cool!



I must say theres definitely improvement in Mike's run edit, the erratic flailing of the tail seems.. well.. erratic :P Maybe if you smoothed the motion almost to the point of your tailwag, it would make it look more fluid and would definitely mesh with the edit Mike did to the ponytail.

I feel from your new avatar and the general bad arse'ness of this little guy he could do with a more dynamic run, something less generic.

But either way he's coming along and looking great! keep it up!

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Pixel Art / Re: [WIP] 32x32 Isometric Mountain Tileset
« on: March 27, 2010, 12:44:38 am »
Didnt really have much time to work on this today, but I just went through and gave the same treatment to the floor tiles that I did to the wall blocks.



But it seems through all these edits I've completely lost my tile boundaries >< Seems like there is alot of the front face lighting showing through to the side face, and equally too much of the dark floor face is showing through to the overall top facing..... garrrr....

To Jad: That is crazy... almost TOO crazy... Unless ofcourse I'm some sort of master hacker and corrupted your save only to claim credit for myself! And if I'm reading you right, are you refering to the top faces brightness? I tried dulling it a little, but it seems if I take it even a little further it blends into the front face too much.

I think I may take it back to the mock I posted on the 23rd and see how it would look with just some "slight" texturing.

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Pixel Art / Re: [WIP] 32x32 Isometric Mountain Tileset
« on: March 24, 2010, 03:57:43 am »
To Gil: It is for a Dwarf Fortress visualiser called Stonesense. I realise a simpler style would probably work better, but then again it just a visualiser, and I suppose that it's me making a tileset for something I would like to see. Even if it doesnt fit well I can still call this practice! Since really this is my first attempt at a tile set :-[


To buddy90: Thanks for the ref, if anything it gives me a good sense for palettes, but the constant repitition in the tiling in that is something that I really want to try to avoid.


To setz & Tourist: Honestly... I dont know why I chose blue, I just started with it mocking up, and kinda lost myself :P I'm really torn between both your palette choices. I like the warmth that setz's gives, but on the other hand I like the cold feeling of the solid rock... so I'm really not sure which way to go. I'll keep messing around with palettes tomorrow.


But for now:





One using Tourists idea for the palette and the other with setz. This was working off the second mockup and also tried to smooth off the floor tiles to try to get to a more natural look, also lost the moss for a more simplistic look. I still think the contrast between faces isnt enough.. so like i said tomorrow is palette messing day! :P




Quick Update:



Tried smoothing the colour transition and removing the dithering after some concerns were brought up about conflicting style. Also tried upping the contrast between the faces, but I think It's looking too washed out now ><

Feels like this one isn't doing what I want it to :P So fresh eyes tomorrow and I think its back to the drawing board. I think I'll really try to lose alot of the jutting stones and try for more of a smooth but still rugged look for the faces.


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Pixel Art / Re: [WIP] 32x32 Isometric Mountain Tileset
« on: March 23, 2010, 10:56:35 pm »


Decided to start from the mock again, tried working on smoother vertical tile transitions (but its kind of hard when its picking random tiles), softening the center floor tile edges and removing alot of the lines on the wall block faces... but it seems I added in more on the way... still trying for the rocky look  :(

Also adjusted the contrast which does seem to make it pop more, but I'm not sure if its a good thing. Maybe I took it too far, I dont really want it to stand out "too" much.

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Pixel Art / [WIP] 32x32 Isometric Mountain Tileset
« on: March 23, 2010, 12:57:03 pm »
We'll call this technically first time poster :P

I was struck yesterday to work on a 32x32 mountain tileset for a visualiser and could really use some C&C. I should explain that the visualiser uses a construction method where blocks are seperated by floors vertically, so that every block has a floor above it, and in some instances below it aswell.

I started out with some mock tiles I whipped up and moved onto detailing and cleaning them. Thats where I've struck a dead end. I think I've lost alot of the "rock face" feel that I saw in my mockup. The ramps were a late addition last night just trying to get a feel for how they might look, just thought I'd get that one out of the way. So really I'm asking for a few extra sets of eyes to take a look and tell me what you think.


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Pixel Art / [WIP] Looking for C&C on my little sprites
« on: November 27, 2009, 08:00:14 pm »
Just let me open by saying Hi all!

I've always been interested in pixel work from way back messing around with modding red alert, the old civ games, and being brought up in the era of the super nintendo. Anyway.. without going into a whole life history thing, I'm trying to get the ol' creativeness flowing and practice with an awesome "little" indie game "Dwarf Fortress".

So this is my first little sprite i've started on, thought it was a good opener, a giant toad:



He seems kinda bland to me at the moment so any feedback is welcome.

He got animated... ish.. and scored some friends... :P


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