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Messages - TheMonsterAtlas
Pages: [1] 2 3 ... 11

1
Pixel Art / Re: [WIP] Emo Kid: an attempt at high-res pixel art
« on: February 12, 2015, 02:59:53 am »
I honestly think your smallest version is the best. I'd stick with that resolution if you really want to continue with your game.

Agreed. If you're making a game the fact that the first style is so much more simpler allows you to create animations a lot easier.

2
Pixel Art / [C+C] First Mech
« on: February 10, 2015, 09:50:21 pm »
Alright, after much editing I finally finished the body with very basic shading. The angle of the gun in the right hand is very screwed up as well as the hands. Main things I'm looking for is the perspective of the mech, a lot more detail will be added later on as well as extra shading and colors. I left the outline black in order for people to see stepping a lot better to point out mistakes and etc. Probably a lot of indistinguishable faces as well, especially under the visor. I've been working on this for a bit so I didn't get around to finishing the shading yet.


3
Pixel Art / Re: [WIP] HUD Elements.
« on: January 31, 2013, 07:26:26 am »
Everything looks interesting, but it's all very sharp and "edgy" if you will haha. Since there are for HUDs and I would assume they're replacing status bars for health, thirst and hunger? From experience, sometimes having a bar/meter/etc is a lot easier to read than a sphere or object. For my game I'm going to allow the character to show their hunger, rather than have a meter/bar/object. Same with thirst. They will use a phase each 25% of the max hunger/thirst then eventually a small icon (32x32) would appear above their had letting the player know they are hungry or thirsty.

As for the third sprite, I don't really know what it's suppose to mean, but it looks really cool c:

4
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: January 31, 2013, 07:14:57 am »
I think the shininess looks great in the sprite's hair, but doesn't come off too well in the portrait. Contrast is amazing when it's on a smaller scale, but when it's on a larger scale like a portrait, it creates eyeburn ;~;

5
Pixel Art / First Mugshot [C+C]
« on: December 26, 2012, 10:10:25 am »
Made my first mugshot the other day, It still needs some work but this should show the basic outline of what I'm going for.



6
Portfolios / Re: Relatively new Pixel Artist (Still in Training)
« on: December 13, 2012, 12:56:45 am »
Updated my portfolio as well as gave a status for my availability.

7
Pixel Art / Re: [C+C] Platformer Character Sprites
« on: December 09, 2012, 03:12:29 pm »
Everything looks relatively clean and follows a lot of the pixel placement rules that I know of. Something I realized is the megaman like one has metal on his left arm and left leg which would make walking extremely awkward. It's really not that big of a deal, but when you think about it, it seems odd that one person would have one entire side of their body to be weighed down more than the other. (Or those parts weight roughly the same as they would if they were flesh.)

Everything else looks appealing, well done, the suspenders could use some touching up to look like they being pushed out by the stomach on the Mario-esque ones. Other than that, pretty impressive work!

8
2D & 3D / Re: Castle rooms sketches : i need your help
« on: December 09, 2012, 03:01:21 pm »
Those look pretty interesting already c:

What kind of game is it going to be? A lot of the time you can find a good amount of inspiration from Legend of Zelda series (which you were inspired to do the 3/4th perspective from.) Sometimes a dungeon will have an obj that behaves differently than others in the game. Like a block to be pushed, an orb to be slashed or places to ignite a fire.

Really a map is only as interesting as you make it. The less empty it is the better really. (Do not flood the room with TOO much stuff though) A lot of the time in game design you will have levels that feel empty and void of usefulness. Much like New Super Mario Bros. (Wii) where majority of it was just running to the right while some of the earlier version had things hidden in the sky.

9
Pixel Art / Re: Sand Tiles and Tiling?
« on: December 07, 2012, 01:25:27 am »
like do we represent sand in pixel art by having each tile with waves?

Wave effect sand is realistic but you can make it artistic way different..

http://projects.math.arizona.edu/~sp2007/sdgroup.html

Ohh wow! That looks really cool haha

So in deserts I would have wavy sand and for beaches I would have grainy sand?


I gave it a try :D


10
Pixel Art / Re: Sand Tiles and Tiling?
« on: December 06, 2012, 08:53:00 pm »
like do we represent sand in pixel art by having each tile with waves?

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