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Messages - Geti
Pages: 1 ... 5 6 [7]

61
Pixel Art / Re: MineField - Game art and mockups [WIP]
« on: December 17, 2010, 07:23:29 am »
The second one is the player falling through the air, I should've cleared that up. More coming once I've taken some shots or made some .gifs, I'm very very short on time at the moment  :sigh:

62
Pixel Art / Re: MineField - Game art and mockups [WIP]
« on: December 12, 2010, 10:00:51 pm »
Some of the player anims. Running still need work because of that jump forwards I think, though it looks quite good in-game.

His background arm looks a little gimpy in the falling one too, and I'm not sure whether to move his front leg more or not...

63
Pixel Art / Re: Skully (WIP)
« on: December 12, 2010, 12:49:19 am »
.png supports alpha just fine.
You might want to find some reference images for the skull, it's hard to work out exactly what's going on: is that a second eye or the nose gap or what?

64
Challenges & Activities / Re: Tzigla Rocks!!!
« on: December 11, 2010, 04:40:27 am »
O_o I just had another look and it's looking fine now, but looking at how the page creates the image that really shouldn't have changed. Perhaps it was just late and I was out of it or something ???

Regardless, the sudden surge of uploads has made me very keen to see the result already, I love these things. I think I'll do another tile on the flight over to Aus or something.

65
Challenges & Activities / Re: Tzigla Rocks!!!
« on: December 09, 2010, 12:46:31 am »
Just fyi lizard you submitted the image incorrectly I think; there seems to be odd stretching of the image. You have to upload the image with the "borrowed" borders intact, tzigla takes them away when it's integrating it into the map.

66
Pixel Art / Re: [WIP] first pixel art
« on: December 08, 2010, 10:43:01 am »
I like the top one just because it reads a little better. The shoulder could move a little but you don't really swing your upper body much while walking, that's usually used for dramatic animations or running.
As the head is bopping so much it'd be fun to make the ponytail jump around a little more though :)

67
Challenges & Activities / Re: Tzigla Rocks!!!
« on: December 06, 2010, 09:46:31 pm »
The Hex collabs are wonderful, it was nice to revisit them. I suppose you're quite right about the differences in style throughout, I was merely commenting ;)

I'm keen to see the outcome of this. I might grab another tile at some point but I'm chewing through time these days and shouldn't just yet; pixelling is such a time sink..

68
Challenges & Activities / Re: Tzigla Rocks!!!
« on: December 06, 2010, 07:19:06 pm »
That was fun :) Looks like there's going to be a few radical shifts in style across the board, which should make the end result interesting.

69
Pixel Art / MineField - Game art and mockups [WIP]
« on: December 06, 2010, 05:30:08 am »
As a bit of backing, I've been using a palette Arne used for his gameboy mockup here quite a while ago to work on a 4 colour, gameboy resolution game (without spriting restrictions beyond 1 bit alpha) in Flash.

The most recent mockup:


This is working on 5 layers:
    -Foreground decor - the grass mostly, but anything in front of the terrain tiles goes here (so large underground flavour decorations might go here later.)
    -Foreground tiles - what it says on the tin. 10x10 tiles on an 8x8 grid, so 1 pixel of overlap. Rendered left to right, top to bottom. I'm only making use of the overlap on the top of each tile, for things like the rocky surfaces.
    -Objects - everything that does anything interesting. The player, mines, crate, fence, all of these are objects, and some are animated.
    -Background decor -  mostly vegetation but also the road sign.
    -Background tiles - currently only the cave tiles, this will likely include pipes and buildings later on, unless I make them out of decor.
The HUD is still entirely work in progress, I've only started mapping out the elements now. I'm unsure of whether to go for mixed width 6 high gliphs (including shadow) or fix the size at 6x6 per gliph for monospacing. I've never been able to get a 4 pixel wide M or W to work, and it'll be even harder with only 4 colours to work with because of the lack of any multi-colour AA trickery. That said I'm interested in your suggestions here.

I'm aiming to keep content production time as low as possible on this title, but I also want it to feel polished. I figured you guys would be able to identify all the clustering and banding issues a lot better than I could.

As a note, I'm fully aware of the banding of the mine lights (most notable on the underground landmine to the right and below the centre of the piece) but I need the sprites for all objects to be compatible with light and dark backgrounds so I've resorted to outlining on the full light and full dark elements. Alternative solutions are also welcome.

I'll post some of the animations soon, I've got to run now and I'm hungry for some feedback.

70
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: December 06, 2010, 05:11:11 am »
Hey, I'm Max Cahill, known everywhere I go on the internet under the alias "Geti".
Some of you might know me from around the internet but regardless, I was born 15th January 1993, I've just finished school and I've done a mixture of traditional and digital art. I'm looking to get more into pixelling over the next while mostly for the production of games, but also just to extend my artistic ability.
I really admire what you guys have been doing here, I've been lurking for a while. I look forward to having my work ripped apart by you soon ;)

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