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Topics - Vinik
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Pixel Art / Here goes some Boji Ousama JRPG
« on: December 16, 2021, 02:32:04 am »

I have just fallen in love with the Boji Ousama anime series and it got me back to pixels after a long while playing with 3d stuff. Not sure where this is going for now, just did the sprite pixeling and started blocking a JRPG-like scene. Had a lot of fun with the "shadow-clan" companion, such an interesting design. The main character's face took a while, the shape of the mouth is a very peculiar trait and it takes a lot of space to render in pixels. Thanks in advance for any feedback.

2
Pixel Art / Here goes some library tiles
« on: January 10, 2020, 02:32:34 am »
When I work with a palette with considerable contrast between value levels (such as gameboy or gbc-like palettes), I often find it hard to texture floors without having the texture look too pronounced. If anyone has some experience with this, how do you handle it?
Comments and Critique appreciated :)

In this case I am using a palette with 4 gb-like values (but various hues) ending in a dark purple + black for extra contrast on outlines and detail on collision objects and walls, but any texture on floors feel to much, even with just the second value next to the one of the flat color. Should I leave it flat?

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Pixel Art / Here goes some animated tiles
« on: February 08, 2019, 12:40:38 am »
Animated tiles consume some serious time even for simple things ::). To start I have a conveyor belt. Is this fooling you? I was trying to give a little hang to the rotating axis to feel like a more machinated movement and less smooth, but I needed the belt itself to move smoothly.

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Pixel Art / Here goes a space gnome sprite
« on: January 29, 2019, 01:26:15 am »

Had a blast playing pen-and-paper rpg yesterday, after a very long while. It was a starfinder session, I rolled a megalomaniac gnome space-walker, and the guys asked for a few sprites of the characters. Never felt so inclined to use that many shades and leave so many single pixels before, but the shinning/rubbery suit somehow asked for it, at the cost of banding and packed gradients. Any suggestions?

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Pixel Art / [WIP] Here goes some industrial tiles
« on: January 19, 2019, 08:11:52 pm »
Hello folks, do you think this is working? Any bad seams/tiling? I think I need some fresh eyes on it :). No idea on what I will use for background, probably just some dark tall walls matching the tiles. Thank you all in advance as always ;D

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Pixel Art / Here goes a drunkard [Feedback] [C+C]
« on: December 19, 2018, 03:14:58 pm »


Made a pastel palette thingy, then tried to make a character being a little less bland and more sketch like, with a more natural pose, slight asymmetries, and less generic. Please give me any comments and critique, I need to evolve ;D

Thanks in advance, as always.

Edit: typos, tags.

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Pixel Art / Here goes a slime-in-a-jar boss
« on: August 21, 2018, 05:29:53 am »

Mystery Meat gave me this idea in the slime thread some time ago to have my slime minion contained in a glass jar, so I tried to make it the boss of the level :). Minion for size reference, maybe it would look better one-eyed to match:

I've tried and failed to render a glass sphere around a opaque content, so currently I only have a cross section rim. I am globally using front light, but here I feel it is necessary to change that because centered highlights would hardly read as glassy shines i think?  I also might have stared at curved glasses a bit too long and they are all around the house.

Any pointers on where to begin with this would be very much appreciated as always

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Pixel Art / Here goes a little robot guy
« on: August 12, 2018, 10:06:11 pm »


Would you say he looks correct regarding rotation and perspective? I suspect this "jaw" should cover a larger are of the chest in front view, but would make harder to read him as a humanoid shape. Next step is diagonal view but I want to get this right first.

Thank you all in advance as usual  ;D

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Pixel Art / Here goes an one-eyed robot-knight (WIP)
« on: June 19, 2018, 03:11:27 am »

Too much aa? I have no clue on a leg design that would fit this vintage "B-9" look and also seem functional. I am open to ideas :)
I am also not sure on how to render the rivets, they look either shallow or like depressions regardless where I put the highlight or shadow. I think I could use some critique on all the metallic highlights actually. Thanks in advance as usual  :)

10
General Discussion / How to help the player judge depth and height
« on: May 17, 2018, 11:04:20 pm »
Hello everyone. As a starting dev, I did what starting devs do and attempted a game to broad and too demanding on the amount of assets and subsystems needed to complete it :-[. While I will never abandon it, I decided (again) to make a short game with the main fake-3d features of my "engine", but reducing tiles to 16px base instead of 24px, and swearing to keep it simpler, with no dialogs, no procedural generation mazes etc, just a succession of cool and creative levels. The main goal is still being a topdown platformer (sans the rpg parts), which, in a quick mockup should be something remotely like this:

Even if it is simpler, it needs some conceptualization to ensure good gameplay on the y and z axis, so here is what I planned:
  • Levels which are much wider than taller, approaching a classic sidescroller, no vertical scrolling needed. The y axis movement is a twist on a mostly mario-like horizontal game
  • Free platformer movement on x and z axis, but a smoothed out grid based movement on the y axis so players wont have trouble judging their landing on the axis which is shortened because of the perspective
  • Explicit ways to let the player know how high he/she is, and distingush when objects are touching the ground or hovering in air
  • Making the maximum jump distances match multiples of the tile grid
My first ideas for point 3 are:
  • (Mockup above)Tie brightness levels to altitude layers on the z axis, palette swapping the color ramps one step up or down for each layer (8px)
  • Cast shadows on a straight line under objects, preferentially paletted shadows by alpha + posterization shader
  • Cast shadows stretching towards the bottom of the screen, at half the height the casting object, so shadows would give a visual cue as to if an object is higher or deeper in the room, and also about the length of its height on z axis

I would be very, very thankful of any suggestions for other techniques to help distinguish depth from height at parallel perspectives, as well as references on games which do things like that. I would also like opinions on that "brightness-matches height" thing, I am really not sure if it works by looking at the mock-up, but it would be the a very explicit way to do it. Thank you all in advance.

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