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Messages - pixelsforhire
Pages: 1 ... 4 5 [6] 7 8 ... 10

51
Pixel Art / Re: Character sprite.
« on: January 12, 2007, 12:55:34 am »
I love the design on the blade!

52
Pixel Art / Re: [WIP] Gameboy-style
« on: January 11, 2007, 09:36:40 pm »
"Also, sex is a form of art. Believe it or not but museums here have held exhibitions on the art of sex and sexuality."

Oh come on...I'm sorry but that is complete B.S.

http://www.msnbc.msn.com/id/3717283/
http://en.wikipedia.org/wiki/Erotic_museum
http://www.villagevoice.com/art/0634,shuster,74214,13.html

These are not porn sites, so don't anyone yell ban. These are all articles related to exhibits at museums related to sex. I filtered through the hundreds of sites to find a few reliable sites that didn't include nudity. Maybe this will keep people from speaking about something before they research it...

53
Pixel Art / Re: Zelda Style Sprites
« on: January 11, 2007, 10:15:01 am »


Ok, I tried making the walls tilted upwards to make the items and characters not look so wierd standing next to them. I also added a shadow to the floor next to them to give some depth or some crap like that. Is this better? I'll fix colors and that stupid ground tile later; right now I'm coding like crazy because one of my programmers ditched me. So, should I forget the whole square grid and go iso? I'd rather not, but what are you're opinions?

54
Pixel Art / Re: Boss Sprite WIP
« on: January 10, 2007, 10:59:35 pm »
Are those cola cans on the space ship!? Probably not, but if so, brilliant idea! It could leave a fizzy trail in the air!

55
Pixel Art / Re: Zelda Style Sprites
« on: January 09, 2007, 06:03:27 am »


Just a fast rework. I put some black outlines on the walls and shadows on characters. I had trouble making shadows on the objects not look crappy, plus I was kind of trying to keep them all under 16x16 do to my stupid "pixel-artist-who-cares-too-much-about-outdated-resolution-restrictions-itis" (actual medical condition.) I also darkened the blob. The dark area is supposed to be on the ground with the rest of him being semi-see through. I guess that wasn't obvious. Probably still isn't. Still haven't fixed the cobblestone. Do the powerups need some way of standing out? I tried white outlines and shadows...

56
Pixel Art / Re: Character sprite design thingy...
« on: January 08, 2007, 04:27:10 am »
I gotta say, I like the original. I think there was a bit too much contrast on the dark metal areas in the edit and it pulls all of the viewer's attention to the character's extremities. It would be great if there was something there you were trying to call attention to, but such is not the case.

57
Pixel Art / Re: Pixel goddess
« on: January 07, 2007, 10:51:23 pm »
Love the colors and the wierd, Greek-looking hair style. I don't mind the pose being less than dynamic. It makes her look like she's gracefully floating along, barely touching the ground... which doesn't mesh with the megaman blaster too well, in my opinion.

58
Pixel Art / Re: Zelda Style Sprites
« on: January 07, 2007, 10:46:38 pm »
Yeah, I was planning to put shadows on the crystal thingies and make them bob up and down in mid air, but I forgot. Maybe I should put shadows on everything. Thanks for the advice. Also, the round heads are kind of a theme. All the enemies look like those round heads. Stick some wings on a black one and you have a bat, give it legs and you've got a spider, make it kind of squishy and bam, a slime. I guess its too cutesy for some, though.

59
Pixel Art / Zelda Style Sprites
« on: January 07, 2007, 09:43:02 pm »
Hey, I'm working on a game with two other guys (both programmers.) Its a pretty straightforward Zelda/Gauntlet style action/arcade game with a twist. I won't go into details because I'm sure all you guys want to see is the pixels.

Here's a little mockup. I cluttered the room up a bit to show off some of the powerups.



These are my tiles:



I'm aware that the ground tile needs to be "de-gridded."

These will be used in a minigame:



Anyways, let me know what you think. Also, in the game the character's colors are customizible (must choose a color from my preset pallet, though.) I just picked some random schemes for this mockup.

60
Pixel Art / Re: RPG mockup Tile sheet
« on: December 20, 2006, 02:00:25 am »
The tree and bush seem to have different light sources. The bush's appears to be higher up while the tree's looks like its over closer to the viewer.

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