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Topics - Mystery
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Devlogs & Projects / Calzone's Adventure - 2D Pixel Platformer
« on: April 26, 2019, 07:46:52 am »
Hello, hello :)
I wanted to share my first game with all of you and hope to get some feedback.
Here I want to mainly focus on the art side of the game. I'm still pretty unexperienced when it comes to pixel art. While I've always been interested in making 2D graphics, I never put in the time to learn and improve, which I regret today, but I guess starting late is better than never.
           
The graphics in this game are the result of a few pixelart tutorials I've watched and after that I pretty much dove straight into making the game.
I made four tilesets, one for each of the zones. The game was made in Unity and I've mostly used Pyxel Edit to make the graphics. It's not 100% pixel perfect, but as close as I could possibly get it in Unity without going completely insane.
           
Everything together took about 1000 hours, including most of the coding and all the level design and of course the graphics. (I didn't make the music though). That's probably way too much time for such a game (maybe not?), but I had to figure out most of the stuff as I went through development, so hopefully the next project will be a bit faster.
There's so much more that I wanted to do with the graphics and so much more I could've done, I'm sure. But I set myself a strict time limit when the game should be done, so I quickly realized I had to cut corners as I had to do basically everything by myself.
           
The only graphics I didn't make completely by myself is the cat sprite (although I modified it a lot), some of the cat animations (which I'm sure look a bit weird as they're based on a different sprite) and the first boss sprite.
           
I used the endesga-16 palette (https://lospec.com/palette-list/endesga-16), which was chosen because I had to restrict myself to finish the game in time. Also because I'm a beginner and working with so many more colors seemed really daunting. So starting with a simple, premade palette was hopefully the right choice for a first project like this.
           
If you want to check it out for yourself, here's the itch.io link where you can download the full version for free: https://floppytapegames.itch.io/calzones-adventure
Here's a quick gameplay video: https://www.youtube.com/watch?v=0TxmH2ic868
And some more screenshots:

The last screen (map) isn't pixel perfect, because of Unity and the different camera settings I used in menus and gameplay. It looks fine ingame.

Thanks for looking :)

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Pixel Art / [WIP] 32x32 Tileset for top down action/adventure, need cc
« on: September 24, 2007, 06:24:17 pm »
After my first attempt on a tileset for a game (which is on hold right now) I'm currently working on another game.
The setting is supposed to be pretty dark (we're going for a slightly survival-horror themed game) and I hope to achieve a more "serious" look.
I've included the first tiles and progress I made. It's not much, but I'll add more tiles regularly, as the game needs to get done.


I'm not that happy with the door and I don't know if the wood looks alright.


Everything is done in Gimp...and I'm getting more and more used to my Wacom tablet for pixeling *g*



first version, not much, just getting the basic colors right


added more details and tiles to make a test room


removed the thick "frame" around the room, added more details

As soon as I've got more tiles and a character sprite, I'll work on the GUI and create a quick mockup. Till then, I'm just posting the tileset.
Anyone have a better solution for horizontal exits? I'm somewhat struggling to find a solution...
The exits don't need to connect to anything, as each room will be a seperate map and the game will run at 320x240 with 224x240 available for the actual game.
The playersprite will be a 32x32 sprite, possibly using up about 16x32 to fit through the doors and to give it a less cartoony look.

If I'm missing any basics, please point them out, too, as I'm still new to pixeling :)

3
Pixel Art / [WIP] First try on a 16x16 tileset, need some help
« on: May 18, 2007, 03:41:17 pm »


Well, this is my first try in creating a tileset for a sidescrolling game (jump'n'run like). It's not finished yet, as more decorative objects are still missing (bigger objects in the background etc.).

I'd like to know how to improve this thing, maybe add a little more depth, maybe I could/should change some colors (the general look is supposed to be dark, there's some room for improevement).

I also need some tips on creating more complex re-usable structures for the tileset and how to add more detail and atmosphere to the scene.

How many "variations" of a single tile should exist to avoid a repetitive look (or what else can I do to avoid that)? Right now, I've got only two versions of the most commonly used tiles.

Just remember, this is my first try, so a lot of the basics that possibly exist, are unknown to me :)

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