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Messages - TheMonsterAtlas
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71
Pixel Art / Lost Soul (WIP Steam Game) [C+C PLEASE]
« on: May 18, 2012, 11:50:06 pm »
Synopsis
The game is still currently under development and a lot of things story wise are not settled yet. Basically you'll be playing in a 2D version of Hell. But Hell is a much nicer place than what you would think it were. The king of Hell, Mr. Bossman and his wife Mrs. Bossman allow for comedic relief as you spend your time trying to figure out exactly how you died by journeying to different portions and biomes of Hell. Completing quests and killing hell demons as well as gate keepers in order to retrieve bits of your memory.

Graphics
As I said, the game is going to be in 2D and, hopefully, bought through Steam, All graphics shown are not final but are close to what they will be like in game. You will be able to customize your characters with various items in the game to help you along on your journey. (These are still begin designed)

Character Skins:

Graphic User Interface:

QUICK QUESTION Should I stick with an unsaturated and darker tone for the world, or go with a saturated world that will be ironic to the main story but compliment the humor aspects of the game?

72
Pixel Art / Re: 1xRTT [64x64 Base]
« on: May 17, 2012, 05:42:16 am »
I currently added the Logo of the game, which is

What do you guys think? I wanted to make it relatively simple and "digital" like ;~;

73
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: May 12, 2012, 02:53:58 am »
I do indeed remember your platform game ;P

I'm not expert by any means, but that walk cycle looks relatively well. The shoulders look like they are moving slower than the legs and arms, or at least that's how it looks to me .___.

74
Pixel Art / Re: 1xRTT [64x64 Base]
« on: May 11, 2012, 10:23:42 pm »
imho, your attempt to give him a muscular abdomen doesn't work well at this scale and perspective. st0ven's edit featured a dark and homogeneous abdomen instead, which better fits the fact that this area would be obscured by the chest in a 3/4 top view.

That makes a lot of sense, thanks for the tip Pype :P



The abdomen is a lot darker now and I also fixed the pecks!

75
Pixel Art / Re: Kioi - Fighting Spirit [64x64 Base]
« on: May 11, 2012, 07:34:59 am »
X3 Thread Necromancy!

Anyways, I liked your edit a lot, it's epic :o but I wanted the game to a little more on the cartoonish side. I've made an edit of the original base to make it look a little better (in my opinion)



Sample of the targeting



76
Pixel Art / Re: 16 x 16 Robot sprite [wip]
« on: February 24, 2012, 04:38:07 am »
Those Sprites look really nice! You have a good understanding of light placement but the top of the head doesn't look finished



Here's my change, it's a very simple one because I am also someone who is starting out with pixel art. But leaving the head unfinished like that makes it look very strange. You have enough space for that in an idle state, but you probably took it out for the running state. I'd suggest trying to make the head smaller or the body in order for it to fit because without that top his head looks very square and the rest of the head is very round.

Another thing I did was on his left eye. the gray is the end of his face from our perspective, carrying over his eye to that line is very strange so I removed it and instead placed the gray there in order to finish the head even further.

77
Pixel Art / Re: [WIP]Anime style
« on: February 21, 2012, 04:43:37 am »
About the boob thing, it would make more sense if it were the breast that were closer to the screen (alternative breast.) It is a great improvement from the previous work although I'm not entirely sure of what the goal of these sprites are. If you're trying to do a side scroller the perspective is good, if you're trying to do an MMORPG it would be rather difficult and you should switch to top-down perspective.

As stated above the portrait is much more complex than the actual sprites, but even then anime is never complicated when it comes to their shading. They usually only have two shades, skin color and then shadow on the skin, they don't really go into great detail that we do with pixel art. I feel that the portrait fits best in the anime genre but as Star said, the neck is highly detailed. You can fix this by taking out the lines on the neck and just leaving that shading but honestly it looks fine to me, you would just need to remove some of the negative space on the forehead.

Other than that, the base itself is alright but the head is extremely large in comparison to the body, the head also has a very straight affect to it. If you round it out to look more like your SW,SE states it would look a lot better with depth.

78
Pixel Art / Re: Adventure Apes Screenshots (WIP Platformer)
« on: February 14, 2012, 07:15:22 am »
When under water I somehow got stuck in the ceiling and died multiple times .___.

If you die in the game you should be warped back to a check point, this not only makes the gamer want to proceed further but it's also good for debugging.

(I got stuck where the chest is in the first level, first couple of seconds into the game, don't want to spoil it ;] lol)

79
Pixel Art Feature Chest / Re: Platformer Tiles, Character + Animation [WIP]
« on: February 04, 2012, 10:34:45 pm »
For an idle state, I'd say give her some attitude. Hair Flips, Hand on Hip, the works haha :P

That run cycle looks great! good work teh!

80
Pixel Art Feature Chest / Re: Platformer Tiles, Character + Animation [WIP]
« on: February 02, 2012, 02:44:48 am »
maybe we should all take some running courses ...

This technique was developed for long distance runners who do not jump over obstacles. For sprinting on the other hand it is impractical. This is more for jogging so you can conserve energy for those long distances.

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