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Topics - Lazy Brain Games
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Pixel Art / Floating brain boss
« on: January 14, 2016, 08:11:09 pm »
Hi all!

Just thought I'd post this for general crit, as well as seeing if there's something I should be doing differently with the palette. I really like the way the red part of the brain looks, but I'm not sure if the yellow/gold parts and grey/stone part coordinate with the way the brain is shaded properly. I feel like there's some method or technique that could get everything dialed in a bit better? I always really struggle with palette choices!

Any insights or pointers are greatly appreciated!

Pixel Art / Skinless Harpy WIP [Nudity]
« on: January 08, 2015, 07:23:45 am »
Hi all!

For the most part I'm happy with this harpy, although I can't seem to figure out how I'm supposed to shade the wings (the skin of the wings that is). I should be curving away from the viewer as if its being filled with air (the Harpy would be descending). I thought it would be no big deal but I can't seem to figure it out. Once I get the shading right I can layer on some veins and stuff to reinforce the form of the wings, but I can't seem to wrap my mind around how the form the wings is supposed to work. Any advice you can offer on the wings or any general critique is more than welcome!

Thanks for stopping by!

Pixel Art / Nagakal WIP
« on: December 19, 2014, 11:29:49 pm »
I started working on this Nagakal (which is kinda like a tombstone) but for some reason I'm really feeling lost with the shape of the snake, and the shading. Near the top of the snake (where the ribcage would be a guess) the snake is supposed to recess a bit, but I'm not sure how its supposed to look given the light score (bottom). Any pointers would be greatly appreciated!

Pixel Art / Game Palette
« on: December 16, 2014, 10:13:57 pm »
Hi all! I've made pixel art for a while, but I've only ever used the NES palette or inherited a palette, I've never made my own! The general idea with the art direction is very noir; objects and bad guys are lifted up out of total blackness. That's the goal as it stands at least, so I'm attempting to make a palette that can help facilitate that. I have to admit I'm just kinda grasping at straws as to what constitutes a good palette. It seems fine to me, but I figure before I hunker down and start making a ton of assets I should get some outside feedback. Let me know what you think so far!

Pixel Art / Sega Megadrive box art
« on: December 03, 2014, 06:31:19 am »
Hi all! I thought I would make some box art for this Megadrive port, but doing it in pixel art has proven tough! Its lit weird and the perspective is odd but it has some charm to it I suppose. There are still a few things to do, but I figured it was far enough along to get an idea of what the finished thing would look like. The way the palm trees are rendered is way off, but it took quite some time to do!

Let me know what you think of the palette, and what kind of fixes might elevate it from passing to maybe "okay". I think part of my problem is that I don't have a tablet or anything, so the original drawing was just drawn on paper and scanned in. This resolution (640x906) is pretty daunting the way I'm doing it currently. I'm not sure if it's too off topic but could anyone recommend a good cheap tablet?

Anyways thanks to all who reply!

Pixel Art / 'Level 2' Sprites [WIP]
« on: March 15, 2014, 08:20:41 pm »
Hi all! I'm working on a shooter for a metal band tentatively titled "Level 2". The goal is to highlight and showcase the music, so there's plans for animated lip-synch sprites (although none are created yet) and a lot of the in-game action and locations are timed with the music.

For such a short game there's actually quite a bit of content to create, so I'm just making this thread to see if anyone's interested in offering pointers or advice for some of the creature designs.

Here's the creature/enemy I'm currently working on. The idea originally was to have the face be sort of like a low-poly matte kind of texture, but figuring out how to light all the various surfaces has proven to be a challenge, not to mention the added issue of making it something that's going to be reasonable to animate.

Here's the primary enemy:

And here's a sort of secondary enemy that I'm generally happy with, but I'm interested to hear any critiques on:

Here's the two together in-game

This is my first time posting a thread for an entire project (as opposed to just one specific sprite) so let me know if there's anything else I should be including in this thread  :) Big thanks to all who reply!

Pixel Art / [WIP] Skinless Cyber Monster
« on: February 13, 2014, 08:34:20 pm »
Hi all! I'm struggling a bit with this new project that calls for a "regular" palette (I'm used to only using NES palettes). Here's what I have so far:

I'm trying to have this skinless guy be as scary and menacing as possible, so I opted to have the light source be placed underneath him. I'm doing my best to convey the muscle fibers and how shiny/slimy exposed muscle tissue would be, but I seem to be lacking in technique. Some of the anatomy is incorrect but since it's a fictitious kinda thing I'm not too focused on it.

At first I thought having such a saturated red was a bit much, but from what I've gathered that's how exposed muscle tissue is colored? I started rending the bottom part of the jaw and chin but it just doesn't seem right, I know I'm doing something wrong but I can't quite figure out how to fix it.

Any pointers on this would be greatly appreciated! Thanks to all who reply :)


Pixel Art / Large 3/4 view NES figure (nude)
« on: November 13, 2013, 10:43:35 pm »
Hi all! I'm working on doing an big NES character within a 3/4 view. Things seem okay on the top half, but the I'm feeling a bit lost on the bottom half (insert pun). The hips are a bit troubling; I know I should be seeing the top of them somehow, but I'm really grappling with how to make it read right. Its also hard to know if its lit correctly.

I feel like I'm kinda close to having something that makes sense, but anatomy and foreshortening are both areas I'm not that strong in. Any pointers are greatly appreciated!


I think I have a better handle on this now, technically I think I'm not supposed to be seeing the top of the hip as much as the top of the posterior (at least slightly). I feel like the lighting is working better, but I'm sure there's room for improvement. Any insights into the proportion or general execution are more than welcome!

Pixel Art / NES Eyeball boss
« on: January 10, 2013, 05:23:05 am »
Hi all! I've been working on this eyeball boss for quite some time, I feel like he's okay, but certainly not great. I'm not sure what I'm missing.

The character was originally conceived in this pose:

A newly added segment calls for him to just be on the ground. This is where I've been struggling a bit:

I think part of my problem is that the color for the veins and arm things are the same as a shading color (red), so I getting confused where one starts and the other begins. I tried to do some black veins near the back but they seem to have a similar issue. I'm sticking to NES restrictions, so the 3 color thing is kinda killin' me lol.

Anyways, I'm not quite sure what I need to do to get this guy lookin' a bit less odd :P Any suggestions are greatly appreciated!

Thanks to all who reply!

-Johnny B.

Pixel Art / NES soldier walk cycle
« on: October 08, 2012, 02:48:25 am »
Hi all! I've been working on a walk cycle for this foot soldier, I feel like I'm pretty close to what I need. My goal is to get one good walk cycle so I can apply it to more content in the game I'm working on :) I like this walk cycle, but I feel like it could be slightly better.

Walk cycles aren't my strong suit, so I'm trying to work my way through this to try an get a little bit better at them :)

Thanks to all who reply!

-Johnny B.

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