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Topics - Killindarlings
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Pixel Art / Looking for some feedback- A different kind of Mech
« on: September 27, 2016, 12:10:38 am »
So I'm a huge fan of Mecha stuff (giant fighting robots piloted by people) and I've decided I want to start an entire series of these. Here's one I've just finished up-

Some desert type mechs. "Brawler" "Boiler" and "Skimmer"

I'm trying to create robots that don't fit the typical form. I think a lot of mechs borrow from the same designs over and over again, I wanted to create something that felt a little different. Not sure if I achieved that, but I'm happy with what I got.

If anyone has any critiques or advice moving forward I'd love to hear your ideas   :y:   


Pixel Art / Help with wind blowing animation- hair and clothing?
« on: July 12, 2016, 08:37:56 pm »
Hey everyone,

It's been a while since I've posted here, mostly I've been working on my own trying to produce a style I can be happy with. Recently I've been working on animation to go along with my sprites so I wanted to try out some wind blowing type stuff with hair and clothing. This is what I came up with-

I was happy with it for a while, but now I think there's something off about the timing. The way her ponytail flips at the same time as her clothing doesn't seem natural... maybe there needs to be a delay? And the whole thing is only 6 frames. I wanted to know if that makes the animation noticeably less smooth? It's hard for me to judge. If anyone has some experience with wind type animation I would appreciate your input.

I'm also posting this to tell people about a new game currently up on Kickstarter called Prey for the Gods. If you're a fan of Shadow of the Colossus (or just challenging, atmospheric games in general) you should go check them out. The sprite I posted is fan art of the protagonist. Here's a link-

Pixel Art / Walking animation too stiff?
« on: April 28, 2016, 05:36:36 pm »
I've been trying to get this walking animation to look right for days now but nothing I do seems to work.

It's four frames, here

It might be that he stands in a rather strange idle pose- with his hands sort of resting against his belt (It started as a mistake but quickly grew on me). I've got his arms coming up and head bobbing down with each step, and the back leg on each step gets two pixel lengths shorter. Why does he still look stiff as a board?  :blind:

Was I doomed from the beginning for making such a strange resting pose? Or do I have too much going on and it's all working against itself?

As always, any help would be appreciated!

Pixel Art / Super Chicken
« on: April 25, 2016, 11:57:32 pm »
So I've posted one of my pieces here before, but no one replied to that post. I've since moved on to this character-

He's a chicken wearing a cape (if you can even tell). I've been practicing in trying to get complementary colors, and I'm still not very happy with how I shaded this...

Please, I need some direction here. Any advice is welcome.

Pixel Art / RPG character sprite sheet
« on: April 17, 2016, 03:33:34 am »
Hey guys,

I'm very new to pixel art (and digital art in general), but already it's something I'm having a lot of fun with and lately it's all I seem do with my spare time. Anyways, I was inspired to create my own characters for an RPG style game and here's where I am with the first one-

There's a lot I need to improve on, I know that much. So any advice would help.


General Discussion / Pixel sprites and Movement (Help a newbie out?)
« on: April 15, 2016, 10:10:19 pm »
Hi there,

I'll start by saying I'm completely new to the pixel art scene (only been doing this for a little less than a month) so please forgive any misused lingo or dumb questions. Digital art is also something new to me and already I've had to do a lot of research in order to even get started. Fortunately, I've found a TON of great information on sites like this and Pixel Prospector- tutorials and old forum posts are incredibly helpful.

But no matter how much I search, I can't find any discussions on what I thought might be an important subject in top-down RPG's. And that's the choice between sprites that can move diagonally on the plane, and those who can only move up, down, left and right.

Here are some examples of what I mean-

In Pokemon you can only move up and down, left and right. So the Sprite has front, back and side views.

In Mother 3 you can move diagonally too, and so the sprites have left up/down and right up/down facing views (there's gotta be a better term for it) along with the rest.

And then there's games like Undertale, which have sprites with only four views but can still move diagonally.

The whole reason I bring this up, is because right now I'm currently in the process of creating my own character sprites, and I wanted to know which of these three forms of movement is more popular and why? I really like the sprites in the Mother series, and the idea of adding those extra frames for diagonal movement seem worth it, despite how much longer it may take to make all the sprites needed for a game. But is it practical or have any advantages? The aesthetic is nice, but how many pixel art games out there bother to use this form?

This is probably a lot of questions and maybe this is more of a game development question? I apologize again for any confusion. Any answers or thoughts on the subject would be appreciated. Thanks.

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