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Messages - knivel
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Pixel Art / Re: [C+C][WIP] Old school video game cover
« on: February 02, 2012, 05:07:29 pm »
Okay, I'm moving on from the titan for now and starting in on the background collage. First up, a silenced Walther PPK:

Here's my primary reference:

Pixel Art / Re: [C+C][WIP] Old school video game cover
« on: January 30, 2012, 04:32:26 pm »

This is my first time attempting to use dithering, so I feel like I might have gone overboard. Let me know what you think!

Pixel Art / Re: [C+C][WIP] Old school video game cover
« on: January 27, 2012, 04:43:41 pm »
Thanks for the feedback guys! Here's an update:

I'm starting to like how the giant is shaping up, but let me know what you guys think.

As far as the resolution and color concerns, I'm planning to keep the pixel density I'm working at now (thanks Ryumaru!) and continue to try different color treatments. If I can't get it to work with the ink colors provided, the editor says we can pay extra for custom colors. For now though, I'll stick with their default palette.

Pixel Art / Re: [C+C][WIP] Old school video game cover
« on: January 20, 2012, 04:56:11 pm »
Thanks for the feedback, guys! Ryumaru, I've roughed out the comp at the resolution you suggested:

My initial reaction was, man, that's a lot more pixels! Seriously though, working at that density would definitely take me longer to finish the pieces, which is something I do need to factor in. Secondly, I feel like it loses some of the chunky old-school sprite look at that resolution. What do you guys think? Obviously I need to nail this down before I spend much more time on this project.

As far as available colors, here's a link to the printer's website:

If you scroll down a little, you'll see their default ink colors laid out. The book's editor told me I could use 3 colors, although I wouldn't mind trying just 2 to save them some money on printing. Also, here's a sample of the chipboard the cover will be printed on that I've been averaging for my background:

Pixel Art / [C+C][WIP] Old school video game cover
« on: January 19, 2012, 04:19:52 pm »
Hey guys! I'm working on a cover for a pocket-sized book of indie tabletop RPGs that are inspired by the authors' favorite video games. They requested a retro video game collage. I've settled on a rough composition that features a swordswoman and a giant titan, which is a take on Shadow of the Colossus.

I'm currently playing around with two different lighting styles, and I thought I'd stop and get some feedback:

The first style is closer to the authors original sketch, which is here:

A couple more details about the cover:
  • The cover print dimensions are 3.5" x 5", so those little sprites would be blown way up to big chunky pixels.
  • I'm limited to 3 ink colors plus the tan chipboard the cover will be printed on. I'm currently using colors picked from the printer's default color choices because that would be cheaper than custom ink colors.

I've got a lot of freedom with this project, so I'm open to comments like "change the pose entirely!" or "more/less pixels per inch!" or "new palette!".

Pixel Art Feature Chest / Re: [WIP] Werewolf game sprites
« on: July 17, 2011, 05:01:14 am »
Hey guys, sorry to dredge up this old thread, but I just wanted to let you know I launched my game:

Where I Go At Night

As you can see, I ended up adding an outline to the character sprites. I also stuck with the controversial pavers! Anyway, I like the way it came out.

I learned a lot from all of your critiques, and I just wanted to say thanks to everyone who gave feedback!

Pixel Art Feature Chest / Re: [WIP] Werewolf game sprites
« on: June 07, 2011, 04:12:00 pm »
Thanks for the feedback, pistachio. I've got to say though, I'm actually getting pretty fond of the diamond streets. I haven't been able to cook up anything that works as well for background separation with the characters while still looking like daytime. I can't get near Mathia's edit without adding some more desaturated colors to the palette, which I'm not totally against doing, but I'd like to exhaust my options using the palette first.

Maybe my eye is totally off or I've just been staring at the tiles too long, but I'm seeing the current version as a mottled white cobblestone, sort of like this:

Anyway, I'll continue to noodle with it.

For now, I did change the building interior colors. I like the warm look with the pink floor, but the female sprites are getting lost in it. I might just change her dress color if I'm sold on the pink floor. What do you guys think?

Pixel Art Feature Chest / Re: [WIP] Werewolf game sprites
« on: June 04, 2011, 08:39:58 pm »
Again, thanks for the continuing feedback, guys! Here's my latest take on the buildings and pavers:

"Oh God, what have I done!?"

As you can see, there are a few new sprites in there as well. I've added:

- Broken down versions of the doors.
- A bottle of werewolf cure.
- Piles of boxes.

Here's the werewolf cure by itself:

And here is the animated box pile (the boxes are dropped by the player and will pile up):

Finally, here are three variations of a slash animation for when the werewolf is breaking through doors and box piles:

Pixel Art Feature Chest / Re: [WIP] Werewolf game sprites
« on: June 02, 2011, 08:52:46 pm »
Just out of curiosity: what tools are you using for your project? What do you use for animating your sprites as you create them,
what sort of game development tools, etc? I just begun working on something similar myself... Do you use some sort of multiplier
to make it work with high resolutions?

I use Photoshop CS4 for the sprites. The game engine I'm using uses traditional sprite sheets, so I work in Photoshop's .psb file format with the sprites laid out as they'll be used by the engine. To save out animated .gifs for critique on this site, I've got an "animation" .psd that I load the .psb file into as a smart object. Then I make a layer mask the size of a tile and slide the smart object sprite sheet around for each frame. That way, I can update the sprite sheet and just reload the smart object in the animation .psd to update the animation version. Finally, I save it out for web as a .gif at 200% side with "nearest neighbor" as the scale mode to avoid interpolated pixels. For the actual in-game sprites, I simply save the .psb file as a .png and I'm good to go. This is a new workflow for me that I came up with for this project, but so far it's been working pretty well.

As far as the other game development tools, I use the Flixel flash game library with FlashDevelop for writing code and the Flex compiler for compiling. When it comes time for audio, I plan to use bfxr for sound effects and musagi for music. Those tools all tend to default to a retro, 8-bit style, which is why I like using them together. Flixel has a built in resolution multiplier for that purpose, so I use that to blow my sprites up to x2 in game.

Pixel Art Feature Chest / Re: [WIP] Werewolf game sprites
« on: June 01, 2011, 03:13:50 pm »
Haha, fair enough, Mathias. To be honest, I was noodling around with different patterns and colors for the ground for hours so I probably started losing perspective. My trouble is I want the ground to have an overall grayish look, but I can't seem to find any colors in the palette that don't contrast or vibrate with the gray too much. Anyway, I've tried pulling out some of the more rainbow colors for a more neutral look. It still strikes me as a little noisy for a background, though.

The new doors are in there, too. The little blue door mats are intended to help the player find the doors located on the sides of buildings that would otherwise be occluded by the roof.

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