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Messages - FRAWG
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Pixel Art / Re: Desert Tileset
« on: February 22, 2018, 06:39:09 pm »

Here's what the changes have been so far. Added some tiles for a smooth section of the dry land (and I'm aware that it is missing some corner-tiles, I'll get to them soon), along with an overhaul in the colors.

The game's setting is a bit on the surreal/mystical side of things, with the visuals taking some inspiration from the American southwest and Central American features/landscapes. So I tried to keep a bit more of a red hue to the ground as much as possible, but thanks for the tips so far!

Pixel Art / Desert/Drylands Tileset
« on: February 20, 2018, 04:47:32 pm »

Working on a desert-themed tileset, looking for ways in which I can improve it.


Pixel Art / Re: [WIP][C&C] RPG character walking cycle
« on: September 14, 2015, 02:22:14 am »
The chest and shoulders need to move with the arms more. otherwise the animation (as smooth as those arms and legs are moving) still feels stiff. Additionally, head movement in slight left and right turns can do a lot, but due to technical and time limitations it's understandable why it's not usually done in these systems

Pixel Art / Re: [WIP] [C+C] Customisable shoot em' up ships.
« on: August 14, 2015, 07:23:06 pm »
What I would consider primarily is keeping the background and foreground elements separate. Use lower contrast elements for the ground and high contrast for the ships, projectiles, etc. One strategy that many shoot em ups use is making darker backgrounds (a lot of this may be due to space settings, but the design and the theming go hand and hand) and lighter ships, to further the separation. This can work in many other ways (dark vs light, saturated vs desaturated, complimentary colors, etc).

At the moment it's very difficult to pick out the ship in your mockup, and this is due to the value (light/dark) of the ship being very close to that of the ground, and the ground being very busy. For the background, focus more on larger areas of solid color, rather than small clusters of texture. It's easier on the eyes and makes scanning the scene for things like bullets, enemies, and yourself a lot easier.

Pixel Art / Re: [wip][c+c] Tiles for Game jam
« on: August 14, 2015, 05:34:58 am »
I'd love to see these in a mockup of sorts, to see how you want them to be used. As for right now all I'm coming up with is a bit of a palette edit.


My Edit:

I stretched some of the colors a bit cooler, just due to an almost nighttime vibe the original was giving off. Pushed some colors towards odd ends in hopes that they could be used for other things. At the moment your palette has a lot of brown and a lot of green, so I pushed some towards the reds and purples and grays (to suggest complimentary colors in some cases).

The tall grass in mine changed slightly because it didn't agree with my palette as much, so I made some unnecessary edits. And again these changes were made without knowing how the tiles truly interact, but hopefully some of this helps a bit

Pixel Art / [C&C][WIP] Explosion, Man with guitar
« on: July 28, 2015, 01:37:40 am »

Spent the past couple of days in my free time making something a bit odd. Either way, I'd love to get some feedback.

It's largely unfinished, and its always better to get feedback earlier. Ignore the few different attempts at dithering in some places (the bottom, mostly), I'm just trying stuff out. Colors still need reworking, IMO.

Pixel Art / Re: [C&C][WIP] A to Z Game, Chapter Title Image
« on: July 18, 2015, 06:21:24 pm »
Bumping to show some progress on something new:

Working on a title card for each separate chapter of the game, starting with the library. I know this is far from perfect (and far from finished), so rip it to shreds! Planning on adding more bookcases in the background and books littered throughout.

Pixel Art / Re: A to Z Game - C&C, working on tiles
« on: June 23, 2015, 12:02:25 am »
Bumping because I'm still working and looking for some opinions.
Update on the random mock level from earlier:

New area: The theater. Kinda looks a bit too much like the library, but I'm not sure how I'll get around fixing it yet

Pixel Art / Re: A to Z Game - C&C, working on tiles
« on: May 18, 2015, 04:54:35 am »
Shameless bump with an update:

I've been working on adding some depth and shadowing to the walls/floors. I think some variance on the walls are necessary, this is just a start.

I've also been wanting to change up the flooring without being too distracting from the other game elements, but I'm a bit unsure how I'm going to go about it. Additionally, the bright pentagram and circle are meant to appear to be magical (or, at least, that they interact with the  players A + Z in some way).

Any tips for improvement here? Looking into whatever I can do to make it look better

Pixel Art / [C&C][WIP] A to Z Game, Chapter Title Image
« on: May 12, 2015, 07:58:41 pm »
It's been a while since I've made a topic, but as it's the summer and I'll have some free time, I want to get working on a project of mine:

Title screen
It started as a Christmas present that I want to develop further, and as I'm working alone I'd love some outside feedback.
Some screenshots here (that use an in-game lighting system, so they're not quite the best for adaptation:

The player controls both the A and the Z simultaneously, with the horizontal movement of the Z being inverted. It's a simple puzzle/planning type game, and I've been working on and off on it for a while now.

And, for adaptation and other things, here's the actual tileset for the floor

So I guess I'd be looking for general feedback, as well as a way to really vary the visual structure of the levels to provide a more rich atmosphere and less of a plain, flat one.

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