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Topics - Koyot1222
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Devlogs & Projects / WIP - "Highway Sprint" Amiga 68k racer
« on: December 28, 2017, 02:43:25 pm »
Our new project, simple multi 1-4-players racer with comic gfx.
We wanted to make game similar to Rad racer but with multiplayer option. Game could be cuted into levels that could have start and end, some other obstacles and unique background scenery (hills, ocean, desert, bridge, etc). Right now, game is playable for one or more players or CPU oponents. Road is random generated, it rolls faster and faster, slows down after every car hit. You can move other street cars to make Your oponents life harder ;)
Code - Earok, gfx - Koyot1222, msx - JMD
Mostly is an christmas present for all amiga owners, hope they enjoyed it.
Prototype download -
Amiga 68k OCS, 1mb (512kb chip 512 other)

Ill try to put my future work for its gfx. Please if You would be able, write some coments about it or gfx fixes.

Today i have drawn some pixels for hills background. Mostly of idea was to use the same 16 colours (yup hardware limitation). Gfx of road should stays the same, but outside gfx uses several pieces 16x15pixels high.

Pixel Art / (CC)(WIP) Platformer project - LJ2
« on: December 11, 2017, 07:56:57 pm »
I have started to think about gfx for platformer game. I have been having sooo many ideas but i was thought that it wouldnt be goo enough. This made me little depressed.... Thats why i wanted to start from the begining. Ill try to post some work stages. Critics are welcome, feel free to post your thoughts or ideas.
I have started to use Pyxel Edit software for this project, usualy i was useing Gimp.

Basic tiles shadows. I have started with 2 ideas of stage light. Very blocky and squared. My worst thing is that, that i used to do with ssme of my work, is that i used to much focus on small parts of the project. Lets start with basics and big things, after that ill try to get to smaller details.
This idea comes after examine of Android Arts project called "Marne mockup". Its simply amazing. Ill try to focus on that idea.

After a while i decide to use different lighting. In my opinion, better for wood stage.

This is the work prepared for this year's Amiga pixel gfx competition. Maiga PAL Hires 640x512. This is the last work from this series (4rd). I do not know how I could develop a technique.
This year I had a huge problem with the choice of topic. I do not know if it makes sense to draw more works from this cycle. I'd like to read comments and opinions about this type of work.
Work stages:


I stayed at this stage for the longest time. It seemed to me that the main theme is ok, but the only thing I could do was add more elements: /

Other alternative versions of the heroine's face:

Do You like this kind of work?  ???

Pixel Art / (WIP) Game graphics - ive got stuck :(
« on: May 25, 2016, 08:53:57 pm »
This would be some kind of River ride clone, it will be called "Bridge strike". I was tryied to make something modern, but it isnt look good as i wanted to.
First version:

Secound version



Main menu screen and logo:

i have also some badies:

Ive got stuck... Any ideas?

Pixel Art / Pal hires works - what to do now?
« on: May 25, 2016, 08:30:47 pm »
I have made several pixelarts last time, but i have made also some hires pixel pictures. They are prepared for Amiga OCS view PAL hires-lanced 640x512 pixels, max 16 colours.


"Seventh daughter"

and last one: "Silent dance"

Even if i have some ideas for new one... I have no clear idea where to go right now, how to evolve. I have many problems to chose wise palette of colours.
Any ideas, coments realy welcome.

Portfolios / Koyot1222 [experienced - 2D pixel artist - hires/lowres]
« on: July 25, 2011, 07:27:49 am »
Pixel artist with experience. (Amiga, Megadrive, Modern platforms)
From small commissions to more complex projects.
From concepts, to final pixel drawings. Game tilesets, game menus, animated sprites, individual pixel drawings. Pixel videoclipes.
languages: English, Polish
email: k.matys.axel(at)
works: usualy +/- 20$/h

Animated game sprites examples:



Released games and arts:

Pixel Art / Wip Koyots holiday
« on: June 30, 2011, 08:21:16 pm »
i was thinking about creating funny picture:

Problem is that im still having feeling that there isnt too much elements on the screen... even if i had realised whole idea for the picture.

This small koyote is a main hero of game fo classic amiga, some earlier demo screen:
This is how hes spending his free time while he doesnt have to work in game :)

Feel free to coment

Pixel Art Feature Chest / GR#067 - Punk Furry Tail High - Chars
« on: June 22, 2011, 07:59:21 pm »
01 08 2011
Playing with light source, cuting composition.
But it didnt help.

29 07 2011

27 07 2011

Very deep water... :/

26 07 2011

Some little progres... :)

18 07 2011

2 days ago i was thought that i should dropt it... little farhrer.

13 07 2011

11 07 2011

Pixel Art / WIP: Soldier game
« on: June 14, 2011, 11:37:59 am »
Probably usual part:
Hello :) Im new here :)

Unusual part:
Ive started to think about creating new graphics for classic new amiga game.
This is very early project, i was thinking that maby some profesionalist could look on it and teach me how to pixel graphics for it properly. I just started to use as less colours as it possible. Maby someone have good idea how to improve it. Of course the game would be very ascetic, just few colours, 320x240 resolution, i dont realy know if there will be paralax support.
i was watching old amiga game for reference:

After that ive made somthing like that:

I was trying to make some graphics for some amiga games earlier, like Archmage or Diver(aka Tereasure chest). Some people said that graphics for those games was quite acceptable, but it makes me such long time to invent the way how to draw those graphics and prepare them. Thats why im looking for people who could help how to prepare new graphics properly from the begining.
Thanks for any help post.

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