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Messages - PypeBros
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Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 14, 2016, 12:26:58 pm »
Grats!  :)
Will check it out.
Neat ^_^ I'm eager to know what you thought about it ...

I've got a game ready for release.
You may remember the "C+C" threads when I was working on its graphics back in 2011-2013.

I hope some of you will enjoy it.
download link to May 2016 homebrew release
link to June 6th release, with improved sound effects.

November 2018. Almost there (1-UPs, final screens. Just missing name recording for high scores)

Well. Now to the core question: who else is done with a game (or has just been done lately) ?  Have you ever considered developing on (retro) consoles ?

Pixel Art / Re: [C+C] Anatriscix
« on: May 05, 2016, 08:08:40 pm »
There is much texture details, but imho too little contrast, making the whole character hard to look at. Contrast is a great way to add volume, too. And at some places (esp. the front arm), you could definitely use more detailed volume, with a clearer lightsource.
That could be sketched on a flat-color copy of your picture first, imho, so that you can try several combinations before blending them into the final picture.

Don't hesitate to make those vines-stuff (greens) swirl more to give them a more organic look.

Pixel Art / Re: [C+C] Book shelf background
« on: September 13, 2015, 09:33:08 pm »

almost done.

Pixel Art / Re: Perspective? 3/4 top-view tree trunk
« on: August 29, 2015, 09:22:54 am »
My best advice would be to check a 3/4 cylinder tutorial and build a model of your tree as a stack of cylinders. You can then overlay that model against your art to check you fit to the perspective you want to follow.

Pixel Art / Re: [C+C] Some pixel art i found a while back ;-;
« on: August 29, 2015, 09:19:32 am »
We can see somewhere around tens of millions of colors, why limit to 4bit, 8 bit?
This is the corner stone of the pixel medium, actually. We are free from color constraint most of the time, but we decide to limit the number of colours for artistical and practical reasons:
 - it allows us to focus on clusters and create readable details;
 - it allows us to animate things;
 - it allows us to bring homogeneity to a piece.

I think you will find many of the "treasure chest" threads feature art with limited palettes.

Pixel Art / Re: [WIP][C&C] First tree for game
« on: August 27, 2015, 07:11:40 pm »
I think it would definitely benefit if you drop the dark outlines around the 'layers' of leaves.

Pixel Art / Re: Perspective? 3/4 top-view tree trunk
« on: August 27, 2015, 07:06:27 pm »
Yeah, I'm definitly working on it later, Decroded! I'm enjoying a lot doing this :D

I guess I managed to do a simpler shadow. I'm using 48x48 tiles and I intend to make some variations on the grass.

You marvellously picked colors. I think it'd even work better if you'd use the light tree on the dark grass and vice/versa.

Pixel Art / Re: [WIP][C+C] Tileset and sprites for retro platformer
« on: August 20, 2015, 09:04:25 pm »
Hello. Nice work on the rocks, but it is a bit surprising to see them laser-cut to have 135 shapes at the edge of the mockup.

You brought some improvement to those dark-green pillars, but they still suffer much from having their highlight precisely on the edge. You typically have that only with cubic items or with very specific lightning. Most of the time, highlight might be _near_ the edges, but not precisely _on_ the edge, unless you want to make them look sharp and your object angular, like you did for the (brown) rocks (top of the picture). May I ask you what material you want them to be made of ?

Both rocks, however, would benefit from having highligh-on-sharp-edges only when they're in an area in the light. That especially needs fixing with the purple rocks as the contrast is much higher there.

I think could be an interesting reference for you.

Pixel Art / Re: [wip][c+c] Tiles for Game jam
« on: August 16, 2015, 09:09:47 pm »
There is huge potential and impressive technique in those tiles, but yet, they don't seem to work on the mock up, with strong seams (pink lines).

Some of the area-filling tiles (blue square) is also curiously focusing only on the center of the tile, making them look as repetitive pattern rather than as a texture.

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