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Messages - Grundy
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1
2D & 3D / Re: Low poly model kit Thundremoar
« on: April 09, 2018, 12:49:17 pm »
Great models! I'm glad to see you decided to color the edges on the later photos. It really adds to the quality.

The background scenery is also top-notch, like something right of an 80s toy catalogue!

Thank you! That was my goal! The scenery is self made. Much simpler as I expected.
Yo know it's really freaky that I only get to check this site once every 6 months and I see you replied YESTERDAY! :D

2
2D & 3D / Re: Low poly model kit Thundremoar
« on: November 29, 2017, 01:40:37 am »
I made some new ones that are smaller and available for home print. https://www.etsy.com/listing/558363542/papercraft-low-poly-tank-thundermoar-diy?ref=shop_home_feat_3




3
2D & 3D / Low poly model kit Thundremoar
« on: November 14, 2017, 02:34:15 pm »
Hi!

I'm a game artist and toymaker.
My latest finished project is this paper tank model kit Thundremoar. Inspired on Thundercats' Thundertank.








Designing and making these from scratch was much harder than I anticipated. I don't work with Pepakura or other 3D tools because I like the challenge of using a 2D layout to conceive a 3D object. If that makes any sense. The whole thing was designed in 2D using PS and AI. Then they are machine cut by a knife plotter. It was a lot of puzzling but I am happy it's here.

I sell these (and other) kits on Etsy.

 :)

4
2D & 3D / Papercraft Food Robot Nood-O
« on: January 05, 2016, 01:50:13 pm »
Hi! I did a lot of pixel art but I just got into making papercraft robots. I thought it would be fun to make them look like low-poly game models. Here's my latest design: Nood-O! I hope the name and pictures explain themselves.


Noodles all day every day.


First I made a pixel art mockup and then made every part three-dimensional. Yes. I know there are other ways to do this but I like it this way.


Lots of cutting. looots of cutting. I had to take a few breaks.


I made the head first. Could not resist.


All the big parts folded and glued together.


Noodle packs.


Spices and sauces. Very essential.


The back.


Robot customer.

Seesh. That was a lot of work but insane fun. Next project is an ice cream vendor. For more about that you can follow my newsletter and Twitter.

My Newsletter

My Twitter
My Tumblr

My Instagram

5
Pixel Art Feature Chest / Re: [WIP] Mutant Gangland
« on: February 02, 2014, 02:15:22 am »
Hi everybody!
Mutant Gangland is now live in alpha phase. You can get it at mutantgangland.com.

For this version I made iterations on the last version.
The biggest change is that I replaced the faction's colors and that the tileset got a bit of a cleanness make over (mostly removing the sprinkles)

The me what you think!


6
Pixel Art Feature Chest / Re: [WIP] Mutant Gangland
« on: December 30, 2013, 06:41:49 pm »


Hi Fahrenheit.
Thanks for the edit! I think billion colors were caused by the unit's (alpha) shadows and the bushes.
I really don't know how to make bushes well. Plants and stuff are my weakest part.
The above image is one without shadows and bush. (I still have a lot of colors. I don't know how that happened)

Helloo 9_6
Hahaha yeah I definitely sprinkled like there is no tomorrow. I will take your warning to heart!
Actually this is good news because it seems less work to add less sprinkles.
The other problem is that I just don't know how to do grass tiles so I just " oh guess I'll add some dots to distract people"
Guess you saw through that.  : D

7
Pixel Art Feature Chest / Re: [WIP] Mutant Gangland
« on: December 29, 2013, 11:43:24 pm »
Hey thanks for the kind words!
You are right. An easier version:

8
Pixel Art Feature Chest / GR#161 - Mutant Gangland - Gameart
« on: December 29, 2013, 07:25:34 pm »
Hello!

I'm working on the art of a turn based strategy game called Mutant Gangland.
I've come a long way and I'm still not done. In fact: I am even stuck on some parts.
Here is a chronicle of what I've done so far:



Thanks for reading. It's so awesome that you made it all the way to the bottom!
You can also follow my progress on Twitter: https://twitter.com/ThomasNoppers

9
General Discussion / Game: The Penarium
« on: June 06, 2013, 08:56:25 pm »
Hello.

It's been a while since I last posted. But I have something to show you.
Me and my friends are working on a game called The Penarium.

Here you play a kid trapped in a carnival ride full of lethal traps and machinations.
I do co-designing and art for this project.
Here are some concept art pieces (which gradually blend into final art in my case)

The game is set around the 20's. A time when carnivals, circuses and funfairs were legit entertainment for locals.
It was also a time when magic was still truly magic and the unknown greatly outshun the known.
I watched some episodes of Carnivale and that inspired me a lot.

First I started making a colour palette.
I usually use the same one for all my games but since this game is such a strong setting I wanted to capture.
I'm not super good at making palettes but this is what I started with: (And a darker variant for the background)




Then I doodled up a character . I thought it would be fun to see a heavyweight kid outrun all those deathtraps.
Making him a ginger was the next move and I thought it would help to make him stand out from the background.



Then I made a circus tent arena for the background. The game has dimensions that make it fit for smartphones.
But 960x640 was just so huge! I don't have the skills to fill up such a canvas with gorgeous detail so I cut it in half.
Also the background was just too dark. It made the player stick out but the big picture it felt off.



Then I made a brighter variant but the tent made it look like the player is performing a circus act.
That is not the plot. The plot is that of a kid who is involuntarily trapped!
So I took away the tent and replaced it with a sky but with the ring it still looks like an arena.



Also I played with the colours of the sky and that is the phase I am in right now.
I might replace the sky for a tunnel and give it something of a tunnel of terror joyride feel.
But I also really like the simpleness of the sky.



I'm also playing around with the appearance of the player but maybe a Spelunky style character choice is even better.


I'm also still on the fence about applying outline.



Here's my twitter. I regulary post wip images there:
https://twitter.com/ThomasNoppers

10
General Discussion / Re: We released the demo for Pimps vs Vampires
« on: January 16, 2013, 06:27:33 pm »
Ok first of all: Thanks for taking interest in this.
I am very happy you actually downloaded and played the game.
And that you all come back with your own views on it is just awesome.
What I take from this is that you all want this game to work. And that's great because so do I.
Is anyone of you on twitter?

Lachie, As a pixelart fellow pixel enthousiast I can understand your view on the tile by tile moving.
We also want to enable players to play this game as fast/slow as they want.
Waiting for an animation to finish is a delay in that pace.
We are not ruling it out though.
The lack of up and down view is indeed something that could be added. Good one. Thanks

HardcoreBadger, I love that you commented on the music.
My idea for it was to make it sound both shizzelicious (pimps) and creepy (vampires).
Maybe there was something wrong with the sound configuration because there is a beat in the song and all the guns make sounds too.
If you keep experiencing it without: give me a ring and we'll look into it. Should be interesting.

Here's the song on soundcloud
https://soundcloud.com/grundy-music/grundy-pimps-vs-vampires-theme

Facet, Thanks for commenting on the vampire design.
I haven't documented the whole process because the game stems from a game jam but here is some of the reasoning behind it.
http://grundysoft.com/i-hate-zombies-but-i-hate-vampires-even-more/


Pixeldriver, Whoa. I could not have asked for more.
Seems like you poked in all the sore spots.
A thourough documentiontation of things and you even played it twice.
Thanks.

I am familiar with most of the things mentioned.
Though 95% of it is not essential to te core gameplay they are however VERY ANNOYING.
I hate being apologetic for the lack of polish though.
All I can do is work harder so that next round. Not as much gets lost in the fire.
As for the rendering issues in the main screen and healthbar: I'm passing it on to my other half.

I like the game design comments even better.
Particularly the punishment for missing and the lost turns when waiting are worth looking into.


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