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Messages - havocplague
Pages: 1 [2] 3

11
Pixel Art / River City Random!
« on: November 16, 2008, 01:48:04 am »
I'm toying around with a "remake in the spirit" of River City Ransom, and I'm working on the player sprite. Besides the obviously deformed physique and the rather annoying shading on the hands, I think it's coming along ok. The problem I've run into right now is the pants and the lower part of the body. I'm just not sure about how to create a nice feeling of depth on the character, without making him look blocky. C&C and/or edits would be great.

As far as heads go, I'm planning on going in a totally different direction from the original, but right now I'd like to get a few pointers before I continue.

My WIP and the original, resized to fit my resolution.


12
Pixel Art / Re: WIP Gameboy Advance SP
« on: October 19, 2008, 10:33:48 pm »
You answered your own question, the reason for the size is that I'm going to add "real-size" GBA-stuff on the screen, aka. 240*160. So yeah, I know it's kinda large, but it's for a good reason :)

13
Pixel Art / WIP Gameboy Advance SP
« on: October 17, 2008, 08:57:32 am »
Heya, long time, no pixelling. Started working on this SP a few nights ago, and I'm having a little trouble with the shading, especially on the lower parts. Any c+c would be appreciated
The lightsource is a bit inconsistent too, mainly because I've only had my own SP as a reference.


14
Pixel Art / Re: [WIP] Hellsing - Alucard
« on: April 16, 2007, 12:13:54 pm »
Yes, it is pixelart. It's somewhat rough on the outlines, and I'm not overly enthused by the use of black for shadows. I know that it's a mangastyle, but if you look at the "masters", they will tell you shadows are really never black. But as a starting piece, it's certainly going in the right direction. it's going to be hell to finish though, because of the size, unless you go with a simple shading technique. :)

15
General Discussion / Re: Modifiable game engines
« on: April 15, 2007, 12:30:17 am »
Well, if you don't mind doing things in Flash, or coding your own xml-parser and code-interpreter, then check out Electroserver. It's a javabased socketserver, offers a lot of possibilities, and it's really open-ended, as long as you don't mind learning to code for it. Supports AS 2.0 too, and they are developing an API for 3.0. The apps should be pretty easy to port over to java too, in case you want to get your stuff working on mobile phones :) The free license gives you a maximum of 20 connections.

http://www.electrotank.com/electroserver/

16
Pixel Art / Re: platformer sprite
« on: April 14, 2007, 10:55:51 pm »
It looks like he's holding the gunhandle with his _whole_ hand, rather than keeping his finger on the trigger. It might just be because how the handle is placed too, I would do something like this:


*tiny edit*

And yeah, some shading on the gun too of course. Other than that, he looks cool. For some reason, he reminds me of the Indiana Jones movies..

17
Pixel Art / A pretty standard set of tiles..
« on: April 14, 2007, 10:32:27 pm »
Since I've started working on a tile engine for a small project, I thought it would be a great way to get back into doing pixel graphics. I started working on them a couple of nights ago, along with the engine itself, just so that once I get around to testing it, I have something to test it with. It's pretty bland now, and the tiling on the grass itself is horrible, but I'm hoping to work that out soon. I was also hoping that someone could give me an idea of how to texture my dirt, to make it  more.. Well, dirty. A few of the tiles are also mirrored, as this is a feature of the engine, but I'm not sure if I want to do that once I get the actual tiles done, other than for the sake of being able to.

Not much to c&c yet, but I'd just like to know if I'm at all going in the right direction, now that I'm just getting started. It's a lot easier to change an error early on. :)

tiles <- -> almost identical tiledemo :)


18
Pixel Art / Re: A Meeting With Death In Person
« on: April 14, 2007, 09:57:03 pm »
Death's shroud seems to stay up by itself, Instead of having his head keeping it up. I understand that this is so that you can show more of the skull, but the more I watch it, the more it annoys me. There is no sense of weight in the fabric, and that makes it look out of place. It's also a bit out of shape, it should rest on his head, and fall towards his shoulders. Otherwise I like it, I like the subtle shading on the shroud itself.

19
Pixel Art / Re: Wolfenstein-ish guy and smoke
« on: December 05, 2006, 01:21:24 pm »
It looks good at first glance, but I can't help but to feel that there's something wrong with his "front leg". It looks twisted, as if it's being bent in some strange fashion. I can understand it if he's twisting his torso, and he's really standing with his feet pointing to the left of the picture. But if he's meant to be moving forward, it's twisted from below the knee. I'm at work now, so I can't give you any edits.

20
Pixel Art / Re: [WIP] Isometric Amusement Park
« on: November 12, 2006, 10:53:07 pm »
If you are doing this for a client, you should really be prepared to have to answer a few questions, probably along the lines of the ones asked here. Clients, who usually lack the talent or time to do this stuff themselves often tend to say things like "I like this one, make it twice as big by tomorrow" or "I don't like red, let's make this thing here green." And when that happens, you need to be able to defend your choice of color,style,etc, and you still need to make them happy. You also need to understand that you need to be able to explain to them why you have chosen to do something, in a way that they can a) understand and b) feel comfortable with.

So, everytime someone asks you something, you should take a minute, put down a well written, simple answer. And keep it polite.

So, this really isn't c&c on your actual piece(sorry about that) but rather a pointer to something that is going to be very helpful if you plan to make it as an artist or designer.

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