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Topics - hobbler_toppler
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Pixel Art / Promo shots of characters for my next project
« on: June 11, 2019, 01:11:56 pm »
Hey guys, I'm making another actioney platformer similar to Way of the Red. Trying to have really strong characters and an enjoyable plot, so this time around it felt important to make some slightly larger art of the characters for promos and websites and stuff. I don't usually draw bigger pieces though, and feel like I could use some critique.

Here's the first one. The main character, known only as "the Sorcerer". The idea here is to have a few pieces of art like this to stick in promos and banners akin to HLD's advertising. Let me know what you think.


The game is a high-fantasy, gory 2d brawler with swords, capes, fireballs, lightning bolts, and lots of jumping around blowing things up. A lot of characters wear capes which has been a pixel art challenge, but I really like the aesthetic and am going for a very Book of the New Sun/Elric of Melnibone vibe. Will probably post actual gameplay pieces in another thread a few days from now.

I'll add other characters to this post gradually so as to not dump a bunch of different pieces at once. Thanks for your time.

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Pixel Art / Various walk cycles
« on: November 21, 2016, 08:32:35 pm »
Hello everyone. I'm trying to feel out a new main character for my next game. Let me know what you think of this character. He grows up and is supposed to become more calm + confident as he gets older. Let me know if this is conveyed properly. One of my goals this time around is to use more solid blocks of color and less elaborate shading, and instead express form and motion through strong animations. Of course, we'll see if I'm actually up to the challenge.

Thanks in advance!


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Pixel Art / Escaping Earth
« on: December 27, 2014, 07:22:03 pm »
This is an ending screen for a flash game I'm making.



This displays after the player breaks away from Earth's gravity and launches into space. The yellow speck will flicker and slowly move away from the planet, while congratulatory text is displayed on the top.

To be honest it looks a little bit better than I thought I was capable of at first, but I still don't think it looks like it was drawn by a true professional. Anybody have advice? In particular, I feel like the earth looks a bit too "blobby", but I'm having trouble adding detail to it that doesn't seem like random noise. Also, I feel like the space area could be done with more detail to seem more mysterious and fantastic.

Now that I'm typing it out, it occurs to me that my main problem with most of my art in general is that I don't know how to add detail that is believable and professional looking. I just draw in "blobs" and tend to leave it that way. Any help with this is appreciated. Thanks guys!

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Pixel Art / Platformer Character WIP w/ Sword Swing Animation
« on: March 02, 2014, 06:58:47 pm »
Hello pixelation, I've been a lurker on these forums for a very long time but have never posted any work. I recently made a decision to devote more time to pixel art, and hopefully become a great artist. I know there are many extroardinary artists who post on this forum, and it would be an honor if any of you were to help me improve my work and hopefully someday reach your level of skill.

Today I'm working on a small, sword-swinging platformer-game character. I like the shape of the character, but picking colors has always been my weak point.



The main problem giving me a headache at the moment is that I want the character to be displayed on top of very bright, sunny backgrounds. I originally imagined him as a warrior with a white cape that burned bright and glistened in the sunlight, along with his sword. However, putting white on top of an also-bright background simply makes the sprite blend in. At the moment his cape is somewhat gold-colored, but that didn't help much. The problem becomes apparent on the following .gif, which uses the background color I wish to use in my game.



Here's the first sword-swing animation. The goal was to make the wind-up as slow and deliberate as possible while still allowing the attack to come out quick enough after inputs for it to be useful to the player. Another problem I'm having is that I'm not really sure how I want to draw the sword. I like the appearance of a thin and slightly curved blade, like a stylized katana - but I feel like if his sword were nothing more than a thin white/gray 1px line, it would blend in to the background.

Thanks in advance for any help. Feel free to comment any thoughts or critiques.

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