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Messages - winged doom
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Pixel Art / Re: [WIP] Airship
« on: July 07, 2015, 05:14:02 pm »
Maybe later, I'm satisfied how looks current version of airship, but now we have to finish the game and all development stuff (more levels and puzzles! haha). Again, thank you for advices and especially to Decroded for edit, it really helps.



Pixel Art / Re: [WIP] Airship
« on: July 05, 2015, 03:13:35 pm »
I'm not a huge fan of the rounded rectangle balloon though..

Then check this:

nice mockup :-D

Actually, it's not just mockup, but already game, here is some screenshots (as proofs, ahaha).

u could just break up the balloon into sections like this...

Thank you for edit! I have tryed to evolve it, but still not sure that it's look right. So I just cheat by using additional lines:


Is that better?

maybe it lacks propellers to be recognized easily as such.

It's a good idea, thank you! Now I have to figure out how propellers can connect to a machine inside the airship:

Pixel Art / [WIP] Airship
« on: July 04, 2015, 11:21:02 am »
Really stuck with this airship:



Can't figure out which option is better - with or without a front edge.
Well, actually I don't like both.

Any advices, guys? Maybe some refernces. Have no idea how to make it look like a real airship.  :'(

Pixel Art / Re: "Betelgeuse" TD shooter (NES restrictions)
« on: January 02, 2015, 11:17:54 am »
I had been meaning to critique this art for quite some time, you have some nice work!
Though, your tile optimization could use some work. I had some time, waiting for a commissioner to respond, so...

You reminded me about the dilemma which I could not decide when preparing resources for a test build - make tileset convenient for leveldesign or optimize it to free up more space for tiles. Now I try to find a compromise solution based on your work, big thank you for this!

Hehe what does the "DOOM" powerup do?

This thing blows up 5 enemies on the level.

I'm not that into NES graphics so I don't know is there any restriction on animation number of frames and timing?
I know nothing about timing limits, but number of frames is limited by the size of tileset, which is used for current level. So I have 4 frames and one of which is used for the "idle" frame.

Because your sprites are cool but I think the animation can be tweaked a bit to get rid of some of the flickery/twitching frames.
For example I love the little 4 leg mech but the legs go smoothly backward then instantly twitch back to the front.
Oh now I see it. The problem is in size of the "frame", it's 16x16 pixels and legs nowhere to swing, they rest on the edge of the frame.

I haven't read up but on closer inspection I'm not sure if its a mech or some alien creature.
Seems to have a mix of organic and mechanical forms.
I think it would probably benefit from some design decision to make it clearer what it is.
If its biomechanical then maybe use 2 separate colours to indicate that.
Yes, it's hybrid, half organic, half mechanical. It's a good idea, I will have to try it, thank you!  :)

Pixel Art / Re: 2D or 3D? [WIP, top-down, NES]
« on: October 05, 2014, 05:05:27 pm »
The menu seems gothic because of the skull in the center, try to remove it to have "only" 3 sword or maybe with armor

maybe you could use shield as background with "start" "exit" like part of the shield

Thanks. it's a really good idea! I can do title screen and all elements of menu as the composition of objects. For example stone arch, shield, swords (two or three), the raven and skul with arrowl. I'll try it!

I like the menu screen. Kind of Warhammer Dwarves esque.

Yes, now it reminds me Warhammer style too. And it's more accurately describes what exactly I trying to get rid of, rather than the "gothic style".

Anyway, I tried to add the internal elements in ornament to make graphics not so clean and solid, something like a mosaic or stained glass:

wip scetch

Pixel Art / Re: 2D or 3D? [WIP, top-down, NES]
« on: October 01, 2014, 04:24:57 pm »
It seems that his menu screen gets too gothic for a fantasy setting:

Or not?

Also, I changed GUI and some new graphics:

Portfolios / Looking for a small jobs 2D/PIXEL ART/animations
« on: August 13, 2014, 02:01:53 pm »

Looking for a small jobs and it's only for platformers. I can make characters, animations and tiles, here some examples:


Not working with top-down and isometric view, only platformers. And only with prepayment.

If you interested, here is my contact

Pixel Art Feature Chest / Re: Devotion
« on: August 12, 2014, 07:03:28 am »

Very cool and moody work! But you should finish this animation. What happened after that? I think boy is teleported too. And the dog runs back into ventilation to find him on a different floor of level. Thus the animation will be loop.

Also, I think this world is not enough some robots, just edit for fun:

Pixel Art / Re: 2D or 3D? [WIP, top-down, NES]
« on: July 29, 2014, 06:46:47 am »
Looking really nice -- the only crit I can really give is that the water reflection on the right doesn't match the water reflection on the waterfall water -- I think that waterfall reflection should be used on the lake by the castle with the boat. Shadow on the character sprites look great too. Manupix was right. :)

This because reflection on waterfall is at a lower level, in the pit. Hence less light gets there. Reflections under the ship actually something like shadow blurred on sea waves.  :)

Here's how it looks as a whole:

Also, I drew journal menu in which player can find information about encountered creatures.

Pixel Art / Re: [C&C] Sci-fi tileset mockup
« on: July 11, 2014, 09:05:05 am »
Impressive work!
I think walls and floor lacks contrast now. For this reason floor behind the red character is perceived as a wall:

PS: Please say this is going to be a game. :3

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