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Messages - Free Camera
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1
Pixel Art / Re: [C+C] Character/style with thick colored lines.
« on: May 11, 2017, 04:26:54 am »
Ok, Curly. gotcha. I've tuned it

My latest thing is struggling with how to light/color environmental tiles. I've tried a bunch of things, but I've been finding that the patterns are becoming too busy on a 1280/720 resolution. After all this fiddling, I find that the most simplistic approach on the left works best, though I had really wanted to include some form of lighting on the mid-lower part of the rock. Like I said though, simple=better.



any other takes on how to add some lighting to the rock on the left?

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Pixel Art / Re: [C+C] Character/style with thick colored lines.
« on: May 09, 2017, 06:51:18 am »
@MysteryMeat yea I'm familiar with and enjoy the style of Lisa. Considering if I moved forward with this, the game would be an rpg/platform hybrid and be made with the same engine, it'd be tough not to make a comparison.

@Curly You talking about the black boots in particular? I also have a few dashes of black here and there to add some depth, though they could indeed be sticking out too much.

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Pixel Art / [C+C] Character/style with thick colored lines.
« on: May 08, 2017, 06:20:31 pm »
Over the years I've always been intrigued by the idea of doing something with a specific style:
-The use of thick lines
-Saturated palette with colored lines on most characters/interactive objects
-White as a base value for lots of tones (skin, rock, etc)

I sat down and tried to actualize this idea over the past day or two. the left character is where I started, while the two on the right are where I'm at now. On the right is a small scene where I'm fiddling with what a tileset would like like.

My question would be, am I onto something here? Or are the colors too bright/ irritating to look at with so much white/brightness. I feel like I need more input!

4
General Discussion / Re: Low Res Art stream.
« on: July 27, 2016, 08:06:34 pm »
Thanks! and yea, I do save in PNG. I'm thinking maybe because I ripped the urls for these straight from twitter that the artifacts are on their end.

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General Discussion / Low Res Art stream.
« on: July 25, 2016, 10:32:45 pm »
Hi, I'm Lumpy and I have a new stream on twitch creative where I draw Low resolution art. I got my start in digital art by doing loads of pixel stuff quite some years ago, and most of my stuff is currently heavily influenced by it. I'd love it if some pixel homies checked out the stream, as I'm looking to dip back into some pixel art again in the near future.
The stream is : https://www.twitch.tv/lumpytouch

here are some samples of the stuff I've done:









more here: https://twitter.com/LumpyTouch?lang=en

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Pixel Art Feature Chest / Re: [WIP] Cartoon RPG [C+C]
« on: January 20, 2013, 11:13:23 pm »
Been working on an undersea tileset this weekend!  :)



I still have to put the protagonist into a scuba suit, add wildlife, a few more transition tiles, etc.

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Pixel Art Feature Chest / Re: [WIP] Cartoon RPG [C+C]
« on: January 09, 2013, 01:08:42 am »
Been fiddling with the basic charset. I think it's improved, although he keeps getting taller.

 old  vs      new

I haven't done stuff like hair waving, this is just getting the basics down.

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Pixel Art Feature Chest / Re: [WIP] Cartoon RPG [C+C]
« on: January 08, 2013, 05:43:18 pm »
Thanks for replies!

@Crow- Unintentional, I basically forgot to chop the character on the right out when I posted the last pic. I'll fiddle with the stone highlights as well, maybe remove them.

@PyreBros - I like the roof edit. I'm going to give it a go!

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Pixel Art Feature Chest / Re: [WIP] Cartoon RPG [C+C]
« on: January 08, 2013, 05:23:36 am »
So here's where I am at for today.


I changed the character a bit, added more elements, etc. Will continue to do so.

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Pixel Art Feature Chest / Re: [WIP] Cartoon RPG [C+C]
« on: January 08, 2013, 02:24:58 am »
Thanks for the info Tim. I'm making everything with an nes palette, so it's going to look saturated. That's my intent and I like it that way.
vs

My biggest struggle is with perspective for the characters. I want to keep features in that are visible via the more horizontal view. For example your edit is effective but a lot of the features are lost. A lot of the older small rpg sprites were quite forgiving in this regard? I might see what I can get away with.

Back-lighting, well I didn't really have seiken densetsu in mind when I was doing it, more kind of comic book thing. Regardless if it serves a purpose at all it's obviously style not realism. I'm going to keep developing the tiles until I reach a point where I decide if I'm going to stick with it.

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