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Messages - Lazy Brain Games
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Pixel Art / 'Level 2' Sprites [WIP]
« on: March 15, 2014, 08:20:41 pm »
Hi all! I'm working on a shooter for a metal band tentatively titled "Level 2". The goal is to highlight and showcase the music, so there's plans for animated lip-synch sprites (although none are created yet) and a lot of the in-game action and locations are timed with the music.

For such a short game there's actually quite a bit of content to create, so I'm just making this thread to see if anyone's interested in offering pointers or advice for some of the creature designs.

Here's the creature/enemy I'm currently working on. The idea originally was to have the face be sort of like a low-poly matte kind of texture, but figuring out how to light all the various surfaces has proven to be a challenge, not to mention the added issue of making it something that's going to be reasonable to animate.

Here's the primary enemy:

And here's a sort of secondary enemy that I'm generally happy with, but I'm interested to hear any critiques on:

Here's the two together in-game

This is my first time posting a thread for an entire project (as opposed to just one specific sprite) so let me know if there's anything else I should be including in this thread  :) Big thanks to all who reply!

Pixel Art / Re: [WIP] Skinless Cyber Monster
« on: February 18, 2014, 03:58:19 am »
Thanks for all the replies everyone!

Since I still have so much to do I'm going to just mark this one as "good enough" even though I didn't get the muscle tendon aspect of it correctly. I have plenty of other pieces to do where I can challenge myself to rending some tendons. I'm going to open a new thread for the project as a whole since so that I can include everything else.

To answer a couple of questions:
1) The hand is not part of the character
2) The AA hand is just a placeholder

Big thanks pistachio and fellow pixelers! You guys are the best!  :y:

Pixel Art / Re: [WIP] Skinless Cyber Monster
« on: February 15, 2014, 01:24:47 am »
HOLY SHIT THIS IS AWESOME! Thanks so much for taking the time to do this pistachio!

This fantastic edit will definitely help me get some bearings on what I should be doing differently. One thing that's obvious is that I was too focused on drawing each muscle fiber and ignoring the bigger picture. Some of it comes down to just my mediocre drawing skills and my lack of palette creation experience, but now that I have such a good example to reference I can grasp some of these new ideas a lot faster.

Thanks again man, will be posting an edit :)



Took another shot at it, pixel-art wise I feel like I'm doing better, the drawing itself is so-so but I may just go with it since I have so much more to do!

I was feeling a bit ambitious so I tried having a secondary light source which seems to tie it in better with the surreal background. There's a few areas that are still a bit confused, but I think I'm well on my way to having a better understanding of palette creation and implementation.

Thanks so much pistachio and to all who replied! You guys = awesome.


I forgot I had to add some more to this guy for the game, everything below the neck is only going to be seen for about 2 seconds so it isn't too much of a priority :P With the exception of a few lighting tweaks, I'm fellin' like I can move on to another character for now.

Thanks again everybody!

Pixel Art / Re: [WIP] Skinless Cyber Monster
« on: February 14, 2014, 08:41:57 pm »
Thanks for the replies guys! Yeah, I think I'll have to go back to the drawing board on this one. I'm definitely feeling some growing pains having to switch from a NES palette and resolution! None of my old tricks work!

Will update when I have a redesign ;)


Pixel Art / [WIP] Skinless Cyber Monster
« on: February 13, 2014, 08:34:20 pm »
Hi all! I'm struggling a bit with this new project that calls for a "regular" palette (I'm used to only using NES palettes). Here's what I have so far:

I'm trying to have this skinless guy be as scary and menacing as possible, so I opted to have the light source be placed underneath him. I'm doing my best to convey the muscle fibers and how shiny/slimy exposed muscle tissue would be, but I seem to be lacking in technique. Some of the anatomy is incorrect but since it's a fictitious kinda thing I'm not too focused on it.

At first I thought having such a saturated red was a bit much, but from what I've gathered that's how exposed muscle tissue is colored? I started rending the bottom part of the jaw and chin but it just doesn't seem right, I know I'm doing something wrong but I can't quite figure out how to fix it.

Any pointers on this would be greatly appreciated! Thanks to all who reply :)


Pixel Art / Re: Large 3/4 view NES figure (nude)
« on: November 14, 2013, 09:50:35 pm »
Wow thanks for all the references guys! I'll take this all in and get an update out soon.

I totally agree that the shoulders seem too broad, but I think 3/4 might just be an unflattering angle lol. Same goes for the legs; it hard to know if what I'm doing reads weird because of the angle or because I'm a bad artist  :P

Thanks so much for all the input! Once I have the proportions down I can move onto give the figure some gesture (bending the hips, etc).

Pixel Art / Large 3/4 view NES figure (nude)
« on: November 13, 2013, 10:43:35 pm »
Hi all! I'm working on doing an big NES character within a 3/4 view. Things seem okay on the top half, but the I'm feeling a bit lost on the bottom half (insert pun). The hips are a bit troubling; I know I should be seeing the top of them somehow, but I'm really grappling with how to make it read right. Its also hard to know if its lit correctly.

I feel like I'm kinda close to having something that makes sense, but anatomy and foreshortening are both areas I'm not that strong in. Any pointers are greatly appreciated!


I think I have a better handle on this now, technically I think I'm not supposed to be seeing the top of the hip as much as the top of the posterior (at least slightly). I feel like the lighting is working better, but I'm sure there's room for improvement. Any insights into the proportion or general execution are more than welcome!

Pixel Art / Re: NES Eyeball boss
« on: January 13, 2013, 04:27:28 am »
Thanks for all the pointers guys! So, I had to rethink the design as a whole, and do something less goofy, what I came up with is this:

Overall I think its okay, although I'm totally lost in lighting the tentacles. The right tentacle is just a staggered and flipped version of the left tentacle.

I'm working on some jumping and "rolling into a ball" animations as well, but I'm hoping someone might have some pointers on lighting this thing ;)

Thanks so much!

-Johnny B.

Pixel Art / Re: NES Eyeball boss
« on: January 10, 2013, 09:37:01 pm »
The gif got messed up for the "seated" pose, here's what its supposed to look like:

I get the dithering part of what you're saying, but I'm not quite sure what "in a perfectly (or nearly) spherical object, the shades should be."

Either way, I think I'm just going to do a redesign and take a closer look at human eyes and try to figure out how exactly he's supposed to move on the ground.



Pixel Art / NES Eyeball boss
« on: January 10, 2013, 05:23:05 am »
Hi all! I've been working on this eyeball boss for quite some time, I feel like he's okay, but certainly not great. I'm not sure what I'm missing.

The character was originally conceived in this pose:

A newly added segment calls for him to just be on the ground. This is where I've been struggling a bit:

I think part of my problem is that the color for the veins and arm things are the same as a shading color (red), so I getting confused where one starts and the other begins. I tried to do some black veins near the back but they seem to have a similar issue. I'm sticking to NES restrictions, so the 3 color thing is kinda killin' me lol.

Anyways, I'm not quite sure what I need to do to get this guy lookin' a bit less odd :P Any suggestions are greatly appreciated!

Thanks to all who reply!

-Johnny B.

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