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Messages - Adam
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11
Pixel Art / Re: Hellgate to Baator
« on: March 22, 2016, 07:40:20 am »
Hellgate to Baator is on hold now, but I'm still working on a FRUA module, this time a collaboration project where I only do the art. Right now the wallsets are under progress, and I struggle for days now to achieve a proper looking stone wall.

This is the current state of the wallset concept sheet for Phlan slums:


Walls 1.5, 2.4 and 2.5 are my main issue there. I tried some methods, but none looks really satisfying. Here is one of of the wip sheets:


Any ideas, suggestions, nice EGA references?

12
I think the walk - as well as the stance - is rather stiff. It looks kinda like a robot walk. The front view feels like stomping rather than walking because the "backward slide" of the foot on the ground is missing.

I would consider giving the guy a more leasure pose if he is not an android or a soldier on parade...

13
Pixel Art / Re: [WIP] Medieval Well - need help
« on: November 25, 2015, 07:14:42 am »
Just a quick edit:


I do not now enough of the project you are working on so some of these might not suit your game that well.

What I really miss is interaction between the elements.
- Cast shadows most importantly. Even some crude, quick ones can give nice depth to your art.
- If this well will be a tile on your game map, you should probably also consider the interaction with the ground: your well will be floating with outlines underneath.
- The bucket seems to be pasted on the image. Try to blend it with its surroundings! Do not be afraid to give up on detail!

I would restrain from high frequency, high contrast detailing on the roof. For me it looks rather like noise. If you want to make it more interesting, I guess there are other ways to accomplish it too.

What I did not edit is the palette. There are some nearly identical colors which could be merged, and some interaction between the ramps would also be nice.

Edit: And another advice: play around!


And just wanted to add that I really like the progress of this piece.

14
Pixel Art / Re: Hellgate to Baator
« on: November 24, 2015, 07:21:57 pm »
I think I prefer B & C out of those five. D might work in a different context, like a dungeon, given a palette swap.

Thanks for your opinion Gil! Right now I'm also a bit biased for B.

Meanwhile I started to work on the NPC portraits. For this one I've used a photo of Naomi Watts as a reference, but in the end she turned out to be totally different.

I'm not sure if the gray highlight works. There are not much skin tones in EGA. Though I've seen some really weird color combinations to work, I'm not sure I can handle these colors well enough to try.

15
Pixel Art / Re: Hellgate to Baator
« on: November 21, 2015, 12:15:20 am »
I'm working on some stone house tiles right now. These are my first experiments (for now mirrored to save me the work):



Any suggestions? Nice references with ega stone walls?

Edit: Or a more simple one with less contrast maybe?

16
Pixel Art / Re: Hellgate to Baator
« on: October 23, 2015, 11:09:24 pm »
So I followed what Johasu suggested and dropped the bushes. Also changed the devil pose a bit:



After that I played around a bit, and discovered how much more menacing the whole piece looks in grayscale with harder contrast:



And I thought: why not merge the two somehow? And it turned out like this:



I think I like it. What do you guys think?

17
Pixel Art / Re: Hellgate to Baator
« on: October 23, 2015, 09:18:05 am »
Thickening the ring is a great idea, this I'll surely do.
I've put the black bush in the right corner to balance the black portal, but - as said before - I have no idea about composition.
I'd be a bit sad to lose the tree foliage (I like how it turned out) by shifting the devil/portal to the left, but I've adjusted it a bit.


Is it getting better? Or do you feel the same?

18
Pixel Art / Re: Hellgate to Baator
« on: October 22, 2015, 09:54:03 pm »
Here's a roof idea:



Thanks! I like the idea of the highlights, and the red base color of the wood is also working suprisingly good. I'll consider taking over some elements, though I already started to clean up the 3D projections.

Meanwhile I returned to the last title image, and started to clean it up too. Despite the fact that the composition still bothers me...

19
Pixel Art / Re: Hellgate to Baator
« on: October 20, 2015, 09:41:17 am »
Love the sprites I'm just trying to understand how this stuff fits together into a game scene.
can u tell us more about the game and the perspectives etc?

Certainly. FRUA is a RPG game maker with which you could create AD&D adventures like the good old SSI Goldbox games.

It has two main views. One of those is the "3D exploration" view: a grid based pseudo-3D first person view of the village/dungeon your party is exploring. It draws predrawn wall tiles over each other to simulate the first person view effect.
Pool of Radiance (the first Goldbox game) example:

/this particular version has even harder restrictions, all the wallsets are built by using a set of 200 or so 8x8 pixel tiles!/
The village sets ar drawn as bases for the wallsets.

The other is the tactical combat screen. An orthographic (cabinet projection) view of the battlefield where the turn based combat happens.
Pool of Radiance example:

The combat icon sprites are used there.

Though FRUA already supports VGA; for aesthetical reasons and for the sake of simplicity I stick to the standard EGA colors.

Images taken from the CRPG Addict blog.

20
Pixel Art / Re: Hellgate to Baator
« on: October 19, 2015, 07:44:21 pm »
Always love your EGA stuff.
The red thatch doesn't look right to me. I'd reserve that for a tiled roof.

As I became an EGA-only pixeler lately, this means you love all my stuff! I hope at some point in the far future I'll be as confident with those 16 colors as you are.

I settled with something like this right now:


Been working on the title screens, all of them are finished but this one:

This is like the tenth iteration, but I'm not a bit satisfied. It should be dramatic. I'm really unexperienced with composition, as you can see. Any suggestions what could be done there?

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