Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Fickludd
Pages: [1]

1
Pixel Art / cubes vs. hairballs - lowres mockup
« on: October 04, 2014, 09:48:22 pm »
Got a bit stuck with this mockup for a game I've been thinking about lately. New eyes would be greatly appreciated, I'm feeling a bit stuck in terms of direction. Somewhat inspired from Buch, Surt and winged doom =).


2
Pixel Art / [C+C] soldier walk/crawl cycle + spritesheet
« on: December 14, 2011, 07:30:41 pm »
Crawl cycles:


Walk cycles:


I've animated vector graphics before, but never pixel, so if I'm missing any standard techniques or something please tell.
Btw where do you guys upload animated gifs? Tinypic is so annoying with the ad before the spam code!



Entire soldier sprite sheet to help any edits. Also feedback in general is always grand =)

3
Pixel Art / [C+C] Top view tank
« on: November 17, 2011, 09:16:37 pm »
Following my previuos thread http://www.wayofthepixel.net/pixelation/index.php?topic=13271.0, a tank is under contruction, destined to populate the same city.



Soldier size reference to the left, two advance wars 2 tanks to the right, my tank in the middle.

So the idea is that the tank should occupy 2x2 16x16 tiles, while one soldier would occupy 1 16x16 tile. I'm having a hard time making all the perspectives match up with the tank. Also the soldier and tank style perhaps don't work to well together... comments / suggestions?

4
Pixel Art Feature Chest / GR#078 - Generic Soldiers + Tiles
« on: November 09, 2011, 07:52:15 pm »
I happened to play a game on kongregate http://www.kongregate.com/games/ryzed/xenosquad which was a blunt copy of the good old Incubation. That got my brain rolling for a bit, so I've mocked up some soldier and a couple of tiles for a turnbased squad-tactics game in some city.



Ok, grid size is 16x16, sprite size 16x24, size refs are obviously ffVI

So any feedback would be great - palette, design, readability, anatomy... yeah. I'm gonna try animating the sprite (walking, firing standing and lying and crawling).

5
Pixel Art / [C+C] Robo tactics transport ship
« on: August 01, 2011, 07:17:53 pm »
Some of you might have seen my other thread with sci-fi top down tileset. I'm trying to make a larger transport ship for the same setting, but thought it should have it's own thread to avoid cluttering the first. The sprite is a transport spaceship that should be able to carry 6 robos or other modules. I'm eventually planning to make them crash on the surface so I will be making a crashed version of the ship as well.



Here are three versions with different perspectives, and the 16 color palette I'm using (original for this project). The leftmost was made first, then middle and last the right one. Any hint on possible improvement or edits on any version would be greatly helpful =). Also I have 3 colors left to pick, opinions?

6
Pixel Art / [C+C] Robo tactics tileset + sprites
« on: July 03, 2011, 09:08:44 pm »
Hi,

I'm extremely new to pixel art, but since I'm rehabilitation programmer I though some game art would be cool. So this is my first attempt at doing some stuff for a game project that's been circling my head for a while.

The plan would be to have top-down view, with a couple of player controllable robots. The setting could be techy, fallouty, gritty or whatever.

Going for low res (like Canabalt, Mode and Cave story), specs are
Floor tile: 8x8
Wall tile: 8x14
Sprite: 8x12
and hoping for total 16 color palette.


UPDATE Aug 17th


UPDATE Aug 1st




UPDATE July 13th







First attempt:


Any critique, comment, feedback, edit or shameless boasting of own ability wanted  ;D

Pages: [1]