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Messages - moket
Pages: [1] 2 3 ... 6

1
Challenges & Activities / Re: The Daily Sketch
« on: April 26, 2016, 11:04:34 pm »
Cool dog DatMuffinMan !
Sketch routine.


2
Inspiring thread  :y:

Gave a try at it, the lack of a saturated bright red in the NTSC palette makes it quite hard.
Went a bit overboard with the tile count...can't draw stairs and props anymore.



3
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: April 21, 2016, 10:10:27 am »
Straight necroposting.
thoughtmachine, never finished it. Couldn't log in the forums so sorry for the late answer.
I might finish it now that there's plenty of easy to use game making tools available !

4
Pixel Art / Re: Very First Pixel
« on: July 15, 2013, 09:11:15 pm »


It was fun to edit. I've gone a bit too far, sorry for that.
I liked trying to figure out how the flat face should connect with the tentacles.
You could fix the line art, I made a quick edit outlining the possible locations to fix.
My own edit is full of them :)


5
Pixel Art / Re: [wip] Bilou's school : owlish background [c+c]
« on: November 09, 2012, 10:44:25 am »
This kind of perspective is quite hard to work with. In order to simulate depth, you could use contrast to make the perspective more obvious without compromising too much your style.
I tried to work on the books bindings, most of the time they consist on leaflets (not sure about the term here) knitted to a fabric tissue band, allowing the book to bend when opening it. Furthermore since they are old/used book you could have dents in the silhouette thanks to those "leaflets", instead of the clean curves.
The cover could be thicker considering the size of the volume.


6
Challenges & Activities / Re: Totem Pole!
« on: October 25, 2012, 12:07:00 pm »
switching side  ::)


7
Challenges & Activities / Re: Totem Pole!
« on: October 21, 2012, 11:04:12 am »
One more for Blune.


8
Pixel Art Feature Chest / Re: iPhone Platformer + Animations
« on: March 21, 2012, 09:26:56 pm »
I'm in love with your color palette and the overall graphic design.
Regarding the tree, you could define the silhouette a bit more.
Also some branches don't appear to be logically connected with the trunk thus leading to slightly random leaves chunks. The little vines for example could stem from specific parts. All those little details would contribute to make the tree believable.
The leaves could have different scales depending on their spatial position in order to reflect the roundness of the foliage.
The tree is sitting at the forest "entry" (sorry for the lack of better word) , so the light should affect the side, since nothing is projecting shadows on it. Even you could add some reflected light from the grass inside the tree shadows.
Can't wait to see the game unfold :)

Made a quick edit.

9
Pixel Art Feature Chest / Re: [WIP] Mockup platformer C64 palette
« on: August 11, 2011, 02:57:14 pm »
PypeBros <> interesting point there, I will try to add some details to the grey walls or shadows. In game it's a bit better as you don't see so much of the level.

Fickludd <> thanks. Sadly I didn't want to add colors for the sake of it, I started this "project" to improve my pixel art skills.
With this limited palette you're forced to mix colors in order to reach the desired contrast. I failed somehow so it's noisy but I hope to fix that.
Still I like the vibrance in the floor tiles and I hope I will be able to adjust it against the new elements.
It's interesting to see how each color is almost willing to interact with the others creating some sort of halos or hard edges.
If I had to pixel this with a deadline I would go for more down to earth methods but this time it's more about going out of my comfort zone and having fun playing with colors.
I will place backgrounds mostly on ceilings so the player isn't obstructed too much.

Did a mockup for a Boss/Power Up Station, could be a starting point for a new tileset aswell.
Lots of things to fix but I was procrastinating on it for too much time. Thanks to Procrastitracker for the evidence.


10
Pixel Art Feature Chest / Re: [WIP] Mockup platformer C64 palette
« on: August 03, 2011, 02:27:43 am »
worked more on the tileset and began to unify the rendering of the metallic elements (doors, robot dispensers).


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