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Topics - Adam
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Pixel Art / Bylina - Lure of the Sorceress
« on: April 24, 2022, 02:22:52 pm »
I've been replaying the Gurk games recently, and got inspired to design something similar. Started with EGA, but then switched to the C64 colors. Here is what I have now. Right now I am still motivated to try and make a game out of it.

I introduced some new variations of the already existing tiles for the overland map, some new overlays for roads and multiple tile elements.
I am not sure about the water tiles. Any ideas to make them look better?

For the encounters, I thought that small vignettes would look much more interesting then the simple icons of a creature. Originally went with free drawings but then stumbled upon a screenshot of the Wolf Rock encouter in Magic Candle and fell in love with the concept.

I placed the combats on full pic maps instead of tiled ones. Added some new elements like dynamic starting positions, combat area limitations and map assets.

Pixel Art / Drow ambush in lava cave EGA
« on: October 14, 2018, 07:27:26 pm »
I'm working on some art for a Forgotten Realms Unlimited Adventures design in EGA. This picture is one of the five in the title sequence, and I'd be happy to read your thoughts on the composition, the rendering (though nothing further away than the protagonists is cleaned up yet) or anything about the piece.

Pixel Art / Hellgate to Baator
« on: October 08, 2015, 09:09:44 pm »

After some 300 FRUA (Forgotten Realms Unlimited Adventures) combat icons I did this year, I decided to put together an own module.

These are the first wallset templates for the 3D view (daub and wattle houses with thatch roof), and I'm not very satisfied.

Es you see its 16 color EGA (#67F79B is transparent). The first row is a simple representation, the second row is a bit more detailed.

Though I really like the simple look of the first version, I feel it lacks a bit of spice. My try of detailed version looks a bit noisy though.

Any thoughts, critiques, advice?

Pixel Art / Curse of Wystowe Castle
« on: July 07, 2014, 08:20:04 pm »

I'm fooling around with Android development and making a "Dungeon Master"-like first person RPG for which I'm trying to put a decent title screen together. Unfortunately I'm terribly out of practice for years now.

Here's what I have now:

Palette is essentially from Dragonstone (Amiga). Any comments or critiques welcome.


A little less dithering, a little more shapes. Unified the text, though I'm not sure whether the title is legible enough. Is the composition a bit too busy for the small canvas?

Pixel Art / Wilderness Campaign Remake
« on: May 29, 2014, 11:33:01 pm »

I'm working on a small roleplaying game right now (a Wilderness Campaign remake) with 1bit 8x8 tiles heavily inspired by Realms of Antiquity by Adamantyr.

At some key locations small "Fighting Fantasy"-like encounters will appear with additional illustrations. For the sake of simplicity I decided to do all these illustrations monochrome (so I don't have to struggle with aligning colors to the 8x8 grid), but up until now I couldn't even manage to make one piece I'm satisfied with.

Here is my best attempt at the broken mountain road encounter:

I tried to use stronger shadows in the foreground and dithering in the background to emphasize depth, but it only made the background part more busy, and there is no more focus on the broken pass. I'm now looking for any guidance how to work on a relatively small canvas with two colors. Should I simplify the composition, or is it possible to keep some detail without looking noisy?

Here's a simplified version, still not sure if it reads well (but looks surely less noisy):

Pixel Art / Oblique perspective EGA RPG
« on: March 17, 2013, 05:57:36 pm »
Right, very creative title.

I had some free time this weekend, so here's how it ended.

I started with the mockup I did two weeks ago:

(Piece of paper in the bottom right corner heavily based on Arachnes fantastic cavern mockups, fence tiles on Ultima VI.)

I really liked the result, and as I was dreaming to make an RPG for years now, I decided to play with it a bit.

To be useful in my never-to-be-done RPG it there had to be tiles, so I did a small test tileset:

(Again some tiles are heavily edited Ultima 6 tiles - wattle and daub walls and the bear)

Tree recolors for autumn versions.

Unfortunately there are no oranges in the EGA palette.

GUI. Plain gray was a bit boring, so here, are some variations. I'm not very satisfied with them.

Although I liked that chubby paperdoll guy, I redid him in Ravenloft-Menzoberranzan stance to facilitate further work:

(chainmail pattern based on Might and Magic)

So that's what I have now:

There you see the different seasons, and how the tree tiles can be used for larger trees and bushes.

And some dropped tiles:

That wide ring is based on some icon, but I don't know exactly where I found it.

Any comment and critique is welcome! Especially for the GUI.

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