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Messages - Sharm
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Pixel Art / Tileset with RPG Maker VX Ace limitations
« on: August 06, 2013, 07:54:59 pm »
So a friend of mine and I are working on a RPG project made in Ace and I'm replacing all the art that comes with the program with my own stuff.  I think I'm to the point where I can start getting some feedback and make it even better.

I'm trying for a perspective that doesn't show the back of the roof.  I tried to make it look less flat with shading but something is competing for attention and flattening it out and I've looked at it too long to know what it is.  The house shadow is out of my control, other than deleting it entirely there's nothing I can do.

Feel free to be as nit-picky as you want, I'd prefer this to be really good and not just good enough.

Pixel Art / Re: [wip] Bilou in school zone [c+c]
« on: May 18, 2012, 04:23:38 pm »
What about a view of the school room as if you're looking out from the bookshelf?

General Discussion / Liberated Pixel Cup
« on: April 25, 2012, 01:22:46 pm »
I wanted to point out for those of you who haven't seen yet, there is an art contest that will focus quite a bit on pixel art called Liberated Pixel Cup, a contest to promote the creation of free games.  The art half will start on June 1st and run until the 30th.  The art that you enter will be usable by anyone who gives credit (or more accurately, be licensed under CC BY-SA 3.0 and GPLv3).  I know that will bother some people, so I thought I'd point that out right away.  There will be three different prizes for the art, the exact monetary amounts will depend on how successful the donation phase is.

The purpose of the art phase is to create artwork that can be used to make entire games with a unified art style.  There is a fair amount of free artwork available on the internet, but if you try to make a full game from it the art will be mismatched.  The people running the contest are a little tired of "programmer art" so they've invested a good deal of their own money into starting this contest.

Just before the contest starts the base art and a set of guidelines will be released.  The base art works best for an RPG, but any game style is encouraged as long as it expands on the original art.  Other mediums are accepted as well, as long as it looks good with the pixel stuff.  It's hard to pull off though, so they'd prefer pixel art.

If you're interested or curious you can check out for more information and mockups using the current base art.  Please note that the art is still in the works so it won't be exactly the same when the contest starts.

EDIT: Thanks for merging this post with the other one!  I hadn't realized there was another one already when I posted this.

Pixel Art / Re: Main Character [C&C] - New to Spriting
« on: April 24, 2012, 01:12:47 pm »
In a run the feet should be moving at an elliptical cycle.  Right now it looks like she's trying to do the splits mid air.  When one foot is at its highest, the other is on the ground.

Pixel Art / Re: Wild Forest Chipset for Game
« on: April 23, 2012, 02:53:39 pm »
Could you do a mockup?  It's harder to see if these things work together when they're all separated like this.  Though it seems to me that you've got some very different perspectives between the trees and the sign.

Pixel Art / Re: [C+C] [WIP] cobblestone/grass/pebble
« on: April 12, 2012, 11:07:47 pm »
Sorry it took me so long to reply, I haven't been around lately, too much work to do!

I wasn't suggesting a difference in heights but in spacing.  Leave more spacing between some rocks and less in others.  You've already got a little of that going on in your new cobblestone tile. Or, if you prefer, you could just do bigger differences in size.  I've been harping on this a lot with everyone lately, but real world references are always a good idea.

For an example of not outlining the stones all the way, look at the floor here.  Image is from Seiken Densetsu 3.

As for which style, any of them could work.  I would suggest not doing 16x15 tiles though, that could cause all sorts of weirdness.  It all depends on what you want from your game, do you want to work small or big?  What type of game are you trying for?  Do you know what size your sprite will be at so you know what scale you want?  You just need to pick one and we'll help you refine it.

Pixel Art / Re: [C+C] [WIP] cobblestone/grass/pebble
« on: April 02, 2012, 02:59:15 pm »
How big are your tiles?   It looked like 32x32 in the first batch, but now it looks arbitrary.  Size of tile can make a difference in how repetitive it looks. If it is 32x32 don't have it repeat within the tile itself.  It may help to not make it wallpapery by adding some clusters of rocks in some places and more thinned out in others.  Also shadows and highlights in broader sections than just one bit of gravel at a time.  You could also imply the separation of the rocks instead of outlining all of them.

Pixel Art / Re: Need Advice on game project Tileset
« on: March 30, 2012, 08:08:58 pm »
Real life references are your friend.  I also have a collection of pixel art that I like or that does things in a way or style that I'd like to try out so I can see how other people did the same thing I'm doing.  This also may be of use to you:

Once you've got an idea of what you want and have your references handy, draw it very loosely.  Use a bigger brush, don't refine or outline anything.  Just get the idea of what lighting and volume you want on the screen.  Worry about how well it tiles later.  Right now what you have is all outlines and shapes, the lighting on the dirt/stone is front on, not top down like the grass.  Personally, I have a harder time seeing how the tiles will interact if I'm doing them one at a time.  It might be a good idea to start with a very generalized mock up and build the tiles from there.

I guess my point is, when it looks good from really far away, then you can start refining and detailing.

Pixel Art Feature Chest / Re: The return of the amazing Musclecat
« on: March 14, 2012, 11:06:22 pm »
Panthor got big!  This has definite improvement all around.  The pure black looks a bit jarring to me, there's something weird going on at the base of his tail and you need to refine some of those brushstrokes to get rid of things like wavy lines, stray single pixels and squares, but overall it's looking fantastic!

Pixel Art / Re: Pixel Spock =D
« on: March 03, 2012, 01:56:34 pm »
GIMP works.  It's all a matter of preference, though it will have to be a program that works in pixels.  There's a list of programs that will work here

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