Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jvpeters_
Pages: [1]

1
Pixel Art / Re: Struggling "getting started"
« on: January 03, 2016, 04:07:12 am »
No, i'm just really bad with a pencil :p
I've been experimenting with making 3d models and working off them and that works fairly well aside from the fact it's time consuming.

2
Pixel Art / Re: Struggling "getting started"
« on: January 03, 2016, 03:40:24 am »
One of the main reasons I chose pixel art is because I just don't really have the hand stability to do anything else.

3
Pixel Art / Struggling "getting started"
« on: January 03, 2016, 03:11:13 am »
A while ago I tried starting out pixel art and then kinda stopped. But here I am trying again and I am running into the same problem that kept frustrating me before: I really struggle to get started on the lineart/silhouette phase. All my attempts (basically just platformer characters) just either look too flat or badly shaped. Any help?

4
Pixel Art / Re: [C+C] Walk Cycle
« on: March 15, 2015, 02:47:25 am »
I changed the bob and the coat a bit

5
Pixel Art / [C+C] Walk Cycle
« on: March 08, 2015, 10:50:45 am »
My first real attempt at a walk cycle, what do you think?

6
Pixel Art / Re: Industrial tileset: Not sure where to start
« on: January 08, 2015, 03:00:33 am »
I've switched to a more industrial-cave-ish design. One of the reasons is because in high up areas it's hard to get away with hazards that aren't falling, and it's hard to get away without falling being an instadeath.
The thick beams seem to work much better with this design too.

(ignore the player sprite, the stone background is also only temporary)

That tile with the red dot is a flame trap, the flame sprite feels really lacking though. Any thoughts on it?

Quote
Try to make some variations of the tiles that you have untile now like one with a crack in it or one that is missing a bar. That way you have some variation in you level otherwis the level will look boring after some time
Working on that currently, Unity is giving me a hard time about it though. That'll teach me to start level design before I've finished the tile's scripts ::)

7
Pixel Art / Re: Industrial tileset: Not sure where to start
« on: January 06, 2015, 09:25:41 am »
Ok, some changes have been made:








I created some girder textures, made the textures more rusty looking and created a room layout (sorry it's not in 100% scale, it's a screenshot, not a mockup):
EDIT: The screenshot was horrible quality so I made a mockup and switched image host site.



I'm using that "terrain" texture as a metal beam now, still not really liking it.
Seems I can get away with using that first texture more often as scaffolding.

I'll get around to a background at some point.


8
Pixel Art / Re: Industrial tileset: Not sure where to start
« on: January 06, 2015, 04:55:30 am »
I haven't quite decided on how I'm going to generate it yet, though I'm probably going for preset rooms maybe with random detail tiles, and some sections perlin noise based caveish terrain. I'll make a few preset rooms and post them for critique.
Terrain will come later.

9
Pixel Art / Industrial tileset: Not sure where to start
« on: January 06, 2015, 02:09:12 am »
I've decided to make a runner-style game. I've made games before, but I never tried to make sprites(that aren't just squares).
So I took the hit, and started on a tileset. I'm currently going for an industrial look (concrete/metal) but I can't get a look I'm happy with.




The bottom one was going to be a terrain type thing, but I really don't like where it's going.
The top one is okish, but I could only use it for details else the game would look too busy.

Any tips on how I could achieve metal/stone?

Pages: [1]