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Topics - PixelPiledriver
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General Discussion / Pixelation Animation Trello Board
« on: May 14, 2017, 12:45:14 pm »

Devlogs & Projects / Starr Mazer: DSP
« on: August 26, 2016, 09:24:55 am »

Starr Mazer: DSP released in Early Access on Steam today!

Check it out and let us know what you think!
We plan on updating the game in the days to come, so any and all feedback is welcome.  :y:
Hit up the Steam forums for developer interaction.

If you want to know more about my experience on the project click the spoilers below.

Here's a big stack of art I worked on for the game.
Some is made purely by me but much of it is collaboration with the rest of the team.
Click to zoom in, alt click to zoom out.

I'd also like to take a moment to talk about the team.
We consist of many dynamic individuals all working together for a greater good. :)

Maximo V. Lorenzo is our Art Director.
Concepts, designs, promo, pixels, etc.
The heavy lifter on the art team and has been a part of nearly everything you see in the game.
Also he beats us with sticks when things aren't good enough.
A super cool guy.

You all know Ryumaru.;u=279
He's our Environment Artist.
Pretty pixels to set the mood flow from his brain to the game.
He has the nicest hair out of anyone on the team.

I'm the primary pixel and animation guy.
On a clear night around 3AM, if you listen closely you can hear me making "PEW PEW! KER-BLAM!" sounds, as I draw, from miles away.

Jeffrey Nielson also did animations.
There's so much to do in this game I couldn't get to everything.
On really short notice this guy happily saved the day.

The guys at PixelJAM built the game and the engine it runs on.
Working with them has been awesome.
They have a great sense of making a fun and intense game experience.
I love Potato Man Seeks the Troof and Dino Run!
DSP has that same coding wizard blood running through its veins.
I'll leave these guys anonymous to keep them a mathematical mystery.

Alex Mauer is our genius musician.
What he brings to the table can only be stated with sound waves.
If you haven't heard his funky tunes check em out!

Don Thacker is the show-runner.
The man with the vision and the hype.
Like a killer robot sent from the future with no off button, he won't sleep until the mission is complete!
Without him Starr Mazer wouldn't exist and he works tirelessly to keep us going.
A huge contributor to the personality of the game.

Dan Stern is the main contact with our publisher.
He fights to make sure we can all focus on working on the game without the worry of what tomorrow brings.
Chill guy with a lot of confidence in the project and team.

Kazuo Mayeda is a magic man with magic hands.
He's the behind the scenes guy, around to make sure things actually work.
Nice dood who is down to do it.

Vanessa Williams is our text savvy writer.
Slapping down descriptions and dialog, she helped add flavor to DSP.
She also puts a lot of thoughtful time into crafting the future stories of Starr Mazer.
Calm and honest.

Additionally we had help from a handful of other artists.
We also had a bunch of cool people do the fun voices.
Thanks guys!

I'm sure I missed a few others.
You're important too!

Teamwork is the most important part of game development.
Thanks to everyone for all your hard work and making this project possible.  :)

General Discussion / PICO-8!
« on: July 12, 2016, 12:04:12 am »
Who else is into PICO-8!?
Just got started with it a few days ago.
It's fun!

Made a silly thing last night. 8)
Check out my wip cart.

Post your own carts or thoughts.

Job offers / [$$$] Starr Mazer: Environment Pixel Artist [CLOSED]
« on: May 03, 2016, 12:26:16 am »
Starr Mazer is expanding its team!

We are looking for a COOL person to fit in as the ENVIRONMENT PIXEL ARTIST. --> production pixel work, not concept.
I can do environments, but it is not my forte.
My time is much better spent in characters, animation and general pixel work.
We need someone that is HAPPY to do backdrops, not just able.
I'm sure you will get to do other things as well, but that will the bulk of the load for you to pull.

Assuming all is well and we build a nice relationship, this will evolve into a full time, 5 days a week, teamwork based poisition. --> some patience is needed, getting you in will take time, that's why we are starting to look NOW.
You would be the 3rd artist on the team, and we will form a Triangle of Pixel Power and shoot into space together. --> whoooosh
If you currently have other large time comitments, this is probably not the job for you.
And let it be known: we are a rowdy bunch, so be prepared for that. --> not a joke
I cannot stress enough that it is most important to us to work with a cool team wise person that can deal with team conflict, not just the best artist ever. --> bring your pixel skills too of course

I'll be hitting up some of the pixel artists I know personally, but I want to give others I don't know a chance as well.

If you are interested contact me at:
Put: [ENVIROMENT ARTIST] or [ENVIRONMENT PIXEL ARTIST FOR STARR MAZER] or something like that in the subject line so it stands out.
Include some relevant info and I'll hit you back.


Pixel Art / MOVED: Water animation problem
« on: April 24, 2016, 07:17:47 pm »

Pixel Art / MOVED: A noob
« on: April 19, 2016, 12:14:51 am »

General Discussion / Pro Motion - How to scroll all tiles on all layers?
« on: September 24, 2015, 07:49:30 am »
Yo pixel people.
Got a Pro Motion question.

Is there a way to scroll and wrap all tiles on all layers to the left or right?
I want to view the loop point of a tilemap in the middle of the canvas.

Could do it by hand, but looking for program feature to make it easy.
Looking thru the help file, haven't found it yet.


To be clear I'm not looking to create an animated scrolling map.
Just want to shift tiles quickly for image editing.

'Scroll' appears to be grayed out for tile map projects.  :(

Ok so the best thing I could come up with was to put 1/2 the canvas into the Brush Container, move the other half over, then pull the first half back out of the Brush Container.
Works well enough I guess, but has to be done per layer.

Better solutions are welcome.

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