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Topics - heyguy
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2D & 3D / [WIP] [CC] Low Poly Pixel Art Sci-Fi Vehicles
« on: April 16, 2020, 03:14:22 am »
Hey everyone! I'd really appreciate comments and feedback on this project. So I was working on a 3D pixel street and thought it looked really empty. A cop car suited my needs, so I quickly made this thing. Unfortunately, I only noticed the "proportions" of the car were off after I finished. It looks like it's a tight squeeze for people in the front and the back.

Opinions? Is there a future where such a skinny, short SUV would exist? Should I continue this or scrap it? There's no lighting in the scene. All the lighting/shading is done in texture. I tried moving some points around to make the vehicle wider but it's too "complete". I don't hate it but I'm going to try again. Either another cop car or a sci-fi dump truck!

Pixel Art / [WIP] [CC] Top-Down Zombie Cruise Ship Deck
« on: April 15, 2020, 08:42:02 am »
Hey all!

Here are some WIP props for a horror-themed cruise ship environment. I just started and will upload work bit by bit. I'd appreciate any and all critique. The project is inspired by the Resident Evil games, specifically RE: Gaiden. So "semi-realistic" is the desired pixel style. I feel I'm slowly getting that "realistic/textured" look with the props. The table and umbrellas are close to done, in my opinion.


I'm still tweaking the chairs but I like the side view a lot. The front view is proving to be difficult and can't even wrap my head around a back view.


Here's how they look in a mockup scene - the cruise ship deck. I'm adding transparent shadows underneath the props, so they look more grounded and real. I'm only doing this on some props and only where it makes sense. The plan is to experiment with lighting in a game engine. Thoughts? All comments, critiques and suggestions welcomed! Thanks!

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!

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!

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!

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!

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.

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

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.

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.

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.

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.

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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