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Topics - Zolthorg
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1
Pixel Art / Indie game dev project <- starting with the peoples
« on: July 14, 2007, 04:22:37 am »
After reevaluating my runaway train thread from before
I looked at my design document, and realized i lacked a good amount of artistic direction
I designated 4 desirable areas, my aim for for the first playable copy of the game
as follows

The Plains

 - A large grassland with gently rolling hills, small plateaus adorn the corners and large rocks adorn the landscape.

The Cave

 - A twisted complex of passageways and chambers

The Seaside

 - A shore and small islands connected by bridges are woven around a Bay like area.

The Mountain

 - Pathways surround a central spire

However, in order to ensure that I create unconfusing backdrops, and in order to give myself restrictions to sizing objects such as bushes, or bridges etc. I needed to have some frame of reference.
People are a big weakness of mine, so i deliberately forced myself to draw in a 32x32 square so i could work on getting things to look like.. people!
Perspective is gnawing on my brain however


1, 2, 3,
4, 5, 6, 7

2, 3, and 7 are my original drawings
6 is an inbetween step
and 1, 4, and 5 are my current most perspective-ized versions of the character

currently he is in modern clothers and sporting a spellbook, but i hope to end up with 3 main body types, as well as a bunch of customization options. However before i go ahead and begin detailing, i'd really like to know what you think. As i begin to second guess some changes i make.

2
Pixel Art / Very simple Tileset, can't get textures to look nice
« on: June 27, 2007, 09:02:32 pm »
Here is my latest tiling test:


and its accompanying tiles:


i rather like the shapes i managed to create, but i'm nto sure of the palette or how much detail should go into them

here's a previous mockup:


and my progress so far (the latest tileset was done in a nice editor as opposed to paint, which is useful for on the fly tesellation stuff)


i'm not sure wether i should tone down the texturing on the grass, use mroe shades, and how i should work with the dirt.
i doubt readability will be an issue on either tileset as i haven't started sprites yet.

For mood/tone
The game is a small brawler which will have bright colors and lots of action
think of it as a mix between bomberman and wizards (i just made this correlation and it's sadly very close)

3
General Discussion / Proposed word filter
« on: March 08, 2007, 03:29:52 am »
I've worked with simple forum software before, and i should hope that simple machine forums have similar options.

It would be a treat if we had a 'word' filter
for
Code: [Select]
"[img]"
"[/img]"
which would change any instance of that string
to just regular
Code: [Select]
"[img]"
"[/img]"
image tags

The only place i can see this being a problem, would be if people wanted their signature image to link to a personal profile
As for benefits, no more needing to tell people about imageshack links

because
Code: [Select]
[img]http://img58.imageshack.us/img58/1246/walkbest3lr6.gif[/img]would become
Code: [Select]
[img]http://img58.imageshack.us/img58/1246/walkbest3lr6.gif[/img]
What are your thoughts on the matter?

4
Pixel Art / A (six) frame walkcycle.
« on: March 04, 2007, 04:18:34 pm »


Here's how i started and the individual frames:


Don't have much time right now, so here are my notable errors i need opinions on:
- Frame speed seems a little off
- Leg movements seem too big, should i move up to 6 frames for tweens?
- The standing frame seems to be a pixel short.

5
General Discussion / Pixel art with rubiks cubes
« on: March 02, 2007, 03:12:00 am »
http://www.space-invaders.com/rubikubism.html



someone get to work on helm's spartan :o


6
Pixel Art / Portrait WIP - the little green man :|
« on: December 24, 2006, 05:56:46 am »
Eventually he'll occupy a little 64x64 square with some fraction of a body and somethin else.
I'm just trying to dive in and get myself pixelling again.
Started with a rough sketch, currently refining and sturggling with the palette

v1


v2


i think i made it worse.
The first is looking better to me. Are there any glaring anatomy flaws i should be correcting?

7
General Discussion / Post your oldest piece of pixel art.
« on: July 20, 2006, 12:14:01 am »


Lol.


EDIT:
This was an edit for the mostpart of a megaman sprite
</flameshield>

8
General Discussion / Soopcan grew up, eh?
« on: January 20, 2006, 09:48:13 pm »
From: s00pcan | Posted: 1/19/2006 09:06:09 PM | Message Detail
http://tinyurl.com/9t4s5

Apology: Sorry about screwing up the site. I was bored and stupid at the time, and I now have adulthood morals that will prevent me from doing that again. I understand that community sites take a while to build and that great things can come out of them, it's too bad I had to ruin it for so long. (The site still doesn't seem to be back up) I also think it's interesting that the writer of that email actually worked on gba games that I've seen, just reading reviews that talk about the sprite art in his games and then knowing where he recieved support and help from is pretty cool.



We can continue to harbor resentment for him, but at least he seems sorry >_>

9
Pixel Art / "Fighter Sprite"
« on: January 19, 2006, 01:43:20 am »
Originally for KOS, i don't feel comfortable even sketching the portrait.
However i do have a certain computers course CAT due on monday and i'd like to throw this on the last page (one all about me)



And i want it to be looking its best :P

you can see the development of the lineart here:
(newest | )
(oldest  V )

http://img.photobucket.com/albums/v124/zolthorg/lessblando.png <- When adding color i just started edtiing this file, hence the similar lines beside.
http://img.photobucket.com/albums/v124/zolthorg/elblando3.png
http://img.photobucket.com/albums/v124/zolthorg/elblando2.png

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