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Messages - winged doom
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61
Pixel Art / Re: "Atari ST Robotz"-like shooter, but with NES restrictions
« on: November 03, 2013, 06:51:31 pm »
Kasumi, ptoing, I did it!  ;D



Level mockup with all NES restrictions - 3 colors per 16x16 tile (+black). But now I ask myself - what to do with the game objects over the tiles? Can I use other 3 colors palettes for them?
I mean this:





62
Pixel Art / Re: "Atari ST Robotz"-like shooter, but with NES restrictions
« on: November 02, 2013, 05:47:36 pm »
Still in process, some gameplay things and decorations:



Trying new nes colors (no any other restrictions):



Looks like a vomit, but maybe as an alternative color sheme.

+



+Short animation just for fun:



And enemies:



It's a bit Advance Wars-esque, because this is what I aspire to - all the objects must be compact and neat.

63
Pixel Art Feature Chest / Re: No Kings
« on: October 28, 2013, 12:37:06 pm »
think this is a time where you have to see the sprite in motion, and the player seeing the same sprite in profile will allow them to better read the horse when they see it from the front.

Haha, believe me, I really want to do this! But haven't free time for it. And I still not painted some characters, objects and tiles for Belimoth.

A couple of horse anatomy notes:

A horse's eyes are positioned to their sides and their brow ridge is hardly there. (common mistake that results in a lot of dog-like horses)

They have a ton of mass in their core, so I repositioned the legs to be closer together to better convey this.

Removed a couple of pixels on their hooves to make the legs appear less stiff



Though, there is another problem of the size of the head. Making it shorter would make it look less out of place at this scale, but it starts being harder to read as a horse.

Thank you for detailed answer! And I really like your version, it is so elegant and exquisite. But too elegant and exquisite for combat and heavy knight in armor. If Belimoth adds to game aristocratic chars (maybe Court Lady), then this horse will come in handy.

how about this, didn't change any colors:


This looks good! I made edit of your edit:



+ Added character portraits. I used colors from this work by cure, also using it as an reference.

64
Progress of work:



I can't be defined with this green because don't like it. Which green you like more?

And here is the current probleme, the horse:



It's not look like horse now and I have no idea how to change it. Tried to make legs a bit longer, but it didn't help:


65
This look awesome! Great work!

66
Pixel Art Feature Chest / Re: Flame Badge / NES colors
« on: October 16, 2013, 09:22:28 pm »
New chars - rider and berserk:



Mockup based on this screenshot.

67
Pixel Art / Re: Fawxy Laaaady (wip) (NSFW)
« on: October 16, 2013, 09:17:36 pm »
I have some trouble with the screen, sometimes I feel like my colors are to dark, while other times they feel too saturated...

Then don't change and don't calibrate your monitor, because i love your dark, saturated colors.

68
Pixel Art Feature Chest / Re:
« on: October 13, 2013, 05:25:10 pm »
Pix3M, thanx for advice! I'll try it next time, because left the idea to fix this animation. I had a several failed attempts then I realized that the main problem is that it's a game. I can't even saturate it with details because it distracted player from dominants on this location - current puzzle (primary) and npc (secondary).
So, now this thread is just my game pixels dump  :P

Guess that it's time to finish with this stuff, final version:




69
Thanks for advice, ptoing! I'll try first variant, because can imagine how it might look.  :hehe:

70
So, here it is:



Bored with this stuff and need your fresh look, guys. Animation of waterfall looks dirty, ragged and not aesthetically.  :mean: Will be grateful for good advices and good references.

I made it dark and muted because it's just a decoration. Don't want to distract player from puzzle places on left side of location:



(Wip, I have to remade a lot of this pic.)

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