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Topics - heyguy
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2D & 3D / Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: October 22, 2017, 05:22:57 pm »
Hello all! I really love the PS1/Nintendo DS graphics and I want to create an small environment replicating that 3D style. Low poly, lots of chunky pixels, dithering, alphas, etc. I originally wanted to create something isometric (like Final Fantasy Tactics) but I sort of lost myself. Now I imagine this being some sort of 3rd person adventure game like Phantasy Star on the Nintendo DS. I'd really like some feedback on my idea and how it's shaping up. Ultimately, I'd like to display this finished piece in a portfolio.

A post on Neogaf sort of inspired this project. Can't find the post but here's an amazing folder about the topic, High res Nintendo DS games!

https://imgur.com/a/ORzki#0

So it's still a pretty early work in progress. I'm missing things like lanterns, scones, and other useful graveyard props. Models still need reworking. Still working on many textures. I read online that the Nintendo DS could push up to 4000 polys. I'm aiming for 4000 while creating this piece. Right now, I feel I have more of a PS2 levels of geometry on the cliffs and ground but I've got polys to spare. I think I might be painting the textures too detailed. Textures map range for 64*64 and down. Some maps for trees are bigger. Too noisy for a DS game? I also think the ground seems a little to sparse.  What does everyone think? Thanks for looking!







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Pixel Art / [WIP][CC]NES Style Level Environment
« on: June 10, 2017, 07:32:54 am »
Hello all! I'd really appreciate some critique on what I'm working on. I'm making a game and this is one of the rooms in my Metroidvania game. The game is NES inspired and I'm keeping the color palette within NES limitations. I've created a really large tilemap to create a variety of different looking rooms and this is one combination I came up with.



This is a view of the entire room. The blue robot is a patrolling drone. The silver/gold robot is the main character. The actual resolution of game would be 400x224 so this is what you would actually see on screen.



Would appreciate any and all comments! So I originally wanted the game to look darker, like Shatterhand or Batman on the NES. Black backgrounds and tilemaps that trailed off into blackness. I was having trouble making the tilemap trail off into blackness artistically and I didn't like how the black backgrounds interacted with the black in the characters. Decided I'll have dark backgrounds but not all black. I feel like the currently background is too light though. Right now I'm having trouble creating a variety of backgrounds that will tile pleasantly throughout my entire game too. This current background was custom made for this room and it took some time. Anyway, thanks for looking!

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Pixel Art / Miscellaneous NES Style Effects Critique
« on: March 30, 2017, 02:47:12 am »
Hello all! Would like some feedback on these game animations. I'm making a NES style game (limited with a NES color palette but with more frames of animations).  I plan on creating explosions, gun effects, collapsing level tiles/blocks (Metroid Style), and other effects. Here's an explosion I created.



I like it but it looks a bit...sloppy somehow. Would appreciate any help fixing it up.

I'm looking for a way to create animated environment tiles too. Here's an environment and an attempt at animating some flowing grass. I want to animate some of the other grassy tiles on the wall too.




It's hard! Any ideas or tips on how to animate grass and other small environment tiles would be helpful. I'm thinking about creating lights or panels that have slight animation too. Any critique on the environment would be helpful too. I think I might change the background from all black to something else. Anyway, thanks!

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Pixel Art / [C+C][WIP]NES Style Character Animations and Effects
« on: January 25, 2017, 03:50:06 am »
Hello all! I'm creating a Metroidvania game on Android and PC with NES color limitations. Currently I'm creating the main characters run cycle and a bunch of other sprites (enemies, explosions, effects). Imagine the game taking place in a Star Wars/ Cowboy Bebop/ Metroid type universe. I'm aiming for a "realistic" NES art style, similar to Shatterhand, Batman, Ninja Gaiden and NES games. I've created a tumblr blog recording my game development process.

higherai.tumblr.com

Would appreciate any feedback and input. So the main character is a robot/android with a weapon for a hand, Metroid-style. 6 frames. I have a sketch of the character but this is my first attempt at recreating it in pixel form. It will have a face and the sprite will be red or purple. The player has to be able to shoot forward while moving. I might have drawn and animated him a bit too large/big boned. The orange animation flows more natural to me but the torso is too forward leaning I think. What does everyone think?




I've created one enemy so far. It's a non lethal vacuum cleaner robot. It just sucks up air and the character and moves around. I've created an idle/move animation (bouncing antenna), the mouth opening animation, open mouth and sucking animation and an "air sucking effect" animation but it that one is not done yet. I've also created a large explosion for repeat explosions on massive robot enemies.





All critique would be very helpful! Thanks everyone!

edit: slight update for the run



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Pixel Art / [WIP][C+C] NES Palette Background
« on: October 29, 2016, 09:21:06 pm »
Hey all. I'm working on this background and I'd love to get some feedback on it. It's supposed to be a background of some sort of ancient militarized ruined city for a side scroller game(think a combination of star wars and mega man and metroid). The city was ready for war and war came.



Any advice or comments appreciated. I'm trying to use a NES color palette. Here's another part of the project. I want to use this for a scroller header on the games website too.


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Pixel Art / [WIP][C+C] NES Style Side-Scroller Tilemap (and more!)
« on: July 15, 2016, 10:33:32 am »
Hello all! I made this NES style side-scroller tilemap a while back and I'd like some feedback if possible. My intentions were to get better at pixel art by creating something with a limited palette and to possibly use the tilemap in a game. I completed this to a "finished" state but I think it could be improved. What does everyone think? Overall, I do like how the piece turned out. I really like the sand but that's because I straight up copied the look from Ninja Gaiden 2! I'm sticking with a NES color palette restriction and I'm trying to use color in interesting and detailed ways. I'm sort of unclear on all NES restrictions though. Can I also use any four colors on one sprite? Anyway, so there's a thread on this site (or pixeljoint) about the game Shatterhand on the NES and its awesome art. I'm sort of trying to recreate that style of artwork.

I've begun prototyping and I find I'm still lacking enough tiles to create a large, seamless, visually cohesive level. That's why I posted this here. I'd like some feedback on it's current form because I'm going to start expanding on it. My setting is Metroidvania-type game on a rocky desert planet with a science station on it. This scene is a small science camp out in the desert leading into a cave installation on the side of a mountain. I need tiling walls and ceilings! Anyway, thanks for looking! Third image is just art of the tiling background.



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Pixel Art / Floating Robot Energy Ball Throw Animation [C+C][WIP]
« on: May 03, 2016, 07:30:25 pm »
Hello all. I'm working on this animation and I'd like to get some critique on how the animation flows and how the poses look throughout the animation. So it's a robot throwing an energy ball like a baseball. I'm not done fully done with the character art (face and shading) but I think I've got the basic "shell" done... right? I know I've got some white/floating pixels to work on but how are the poses for each frame looking? Is this animation working in general? I'm actually pretty happy with how it looks so far and I think I'm going to start detailing now. I've added a picture of my original character drawing.

One of the things that's bothering me is the first part, where the character dips down a little before the "jump" and wind-up. Something looks off to me. Maybe I need an entire new pose/drawing for that part of the animation? I think the top part of the robot where it's thrown the ball might need some rework too. What does everyone think?

I'm also working on an energy ball. Preferably something I can use with this character and many others. I also plan on adding some sort of "whoosh" air effect as the robot throws the energy ball.

edit: one other thing bothering me is the characters left arm on its second pose. I guess the way I drew the lines create a tangent between the arm and torso.




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Pixel Art / [WIP] [C+C] SNES Platformer Game Tiles
« on: November 07, 2015, 03:21:38 am »
Hey all. I'm creating some tiles for the sidescroller game my friends and I are working on. The game is inspired by Megaman on the SNES. This is sort of a continuation of my last post found here. This isn't a level for Wrestlebot but another  level for another boss. This level or environment is a flying metal fortress. An airship of sorts.

Right now I'm using Dawnbringers 32 bit color palette and I really like it! Here's a link to the PixelJoint post about the palette.
http://pixeljoint.com/forum/forum_posts.asp?TID=16247

This is the color palette.


It's still pretty WIP but I think I've finally done enough to get my idea across. The second larger room would probably be a boss room. What does everyone think? I'd appreciate any comments, critiques and suggestions. I think it's looking too blue and I should have a few more grays in the first room. I think it has more of a NES look than an SNES look. Is that possibly because of the palette?

I have a question about palettes. The SNES has power to push more than 32 colors on the screen right? Am I restricting myself by using this color palette. I wasn't sure how to begin a tilemap since I'm still new to this pixel art thing. Dawnbringers palette just made things simple for me and it seemed like the perfect palette to learn from. Also, there are two artist's my team and I'd like our final art to have a cohesive look and color.




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Pixel Art / [WIP] [C&C] WrestleBot Character
« on: September 14, 2015, 08:17:56 am »
Hey all! So I'm working on some Mega Man type game and I've drawn a bunch of anime-style robot enemies. This guy is sort of like a Sumo wrestler or regular wrassler, slightly inspired by E. Honda.

I'd appreciate any and all critiques regarding the character. Right now, I've got a little white skirt thing going on around his waist and I'm not sure if I like or dislike it. Not sure it reads properly. It looks better in my drawing. Also, the face...not very Mega Man or anime inspired. Guess I need some googly eyes maybe? I will animate this guy too. Idle, belly flop, shoulder charge/dash, thousand hand slap E. Honda style, grab move, turn. That seems enough animations for a boss I think.

Anyway, would love some thoughts and comments on how this can be improved. Thanks!


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Pixel Art / [C+C][WIP] Robot Character and Animation
« on: July 13, 2015, 10:33:14 am »
Hello all! Posted this over in the pixel art section but I think it would behoove me to post it here too.

So I'm working with some mates on a 16-bit Mega Man type game. I created what I've called Brainbot and I've started animating it. I'll be honest, this is unrelated but I'm having second thoughts about this brain/tank section of the robot and would like to change it. I don't want to change much, just turn it into some sort of simple robot or eye cyclops face. Brainbot doesn't seem very Mega Man-esque unfortunately! I'd really appreciate any feedback on the character design and pixeling but I'm mainly here for animation critique.

So I've created one full idle animation and I'm working on a dash punch animation. I'd really love some feedback on both. Playing Mega Man X - X3, I see a lot of bosses have minimal but expressive frames of animation. I've got more attacks and more characters to create so I'd like to be efficient just how Capcom was. I'm also inspired by Street Fighter 2's animation, a lot of cool quick 3 frame animations.

Here's my current wip animation for the dash punch. It's 22 frames and I'll have to draw the robot in 3 different positions, not including the idle position. My post on the other board has an older version of the animation. So I feel the frames after the punch, especially where the robot goes back to the idle animation aren't looking as good as they could be. What does everyone else think?



Here are two different idle animation. The second one has an older version of the character. 6 frames each. Which one is better? Neither? What can I do to improve it? I like the first one but don't like how the arms jitter at a similar rate.





One thing I foresee as a problem. The robot has two unique arms. I'll have to make unique sprites for  when it's looking in either direction right? I guess I don't really haaave to do that but it's be gnawing it me for some time. I've created the robot in pieces so maybe it'll just be a small amount of extra work. Anyway, thanks for reading!

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