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Topics - Pix3M
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Video of the intro of this game:

DeviantART page:

Direct download link, for those allergic to DeviantART:

You are Robin Steele. Special talent - getting what you want.
After successfully capturing your one true love, you have taken her into your personal castle to spend time with her. Except.... things start to get hairy.

Wander through randomly-generated castle levels to find her friends and capture them to add to your collection of lovers! Open chests scattered throughout the levels to find powerups and bonuses to help you along the way! Just watch out, when you are defeated, whether a dream-come-true or a living-nightmare, has to be lived through from the very beginning.

A screenshot and video...

Will probably post more stuff, I just need to actually get off my ass and post this

Major things I need to pay attention:

* Portrait consistency
* Item-selection UI clashing with the game background
* Spawn rates
* Variety of backgrounds

General Discussion / Day/Night detail contrast?
« on: October 30, 2015, 12:50:36 am »
An observation I picked up very quickly as I have been enjoying late-night walks. Particulary through an alleyway behind where I live.

During the daytime, there's plenty of light to make the small details of my surroundings clearly visible. I can see all the rocks, the fallen leaves, the sticks, the occasional patch of grass on the gravel path, and puddles here and there. Trees to the side, and houses lined up.

At night, that same surrounding becomes significantly reduced. I can see a path, but none of the little bits of leaves, sticks and grass. The trees become purely black shapes in the distance. Fields of grass in another location away from artificial light, I can see light and dark patches in a field of grass, but no particular blades of grass visible in the extremely low light.,

And it makes me wonder. Has there ever been an art style that uses a contrast of detailing between daytime and nighttime?

Pixel Art / Ludum Dare - Elem3nts - Ruined path environment
« on: April 21, 2015, 01:43:15 am »
I often read threads and maybe give feedback, but I don't create threads here enough. I'm getting at a point that future points of improvement are becoming less obvious

So, I did Ludum Dare and I REALLY wanted to have a game where my environment art is emphasized a bit and have significant effort put into it. This was what I made in three days, while juggling the programming end as well.

My game is posted here:

^and a copyright shizz in case people find this via google images or something

And I would especially like feedback on these environment assets, which admittedly suffered from a rushed workflow that did not get the justice of having extra time to think it through.

Obvious issues are grasses not tiling that well, cliffs aren't finished, and the base of the tree isn't properly unified with the grass. Anything else I might be missing?

Pixel Art / Away from Quest - Fighting Animations
« on: January 10, 2015, 01:55:06 am »
What better than to try something very difficult?  :P

Some background info: I am spending free time on a personal project which I am programming in Javascript. It is an idle game, which the game plays itself as the hero fights monsters, levels up, and collects loot to sell. Additionally, I am testing a coding trick that forces balance between a variety of classes by forcing battles to last a specified number of turns. Pretty much an RPG but without large scope on programming and careful balancing, except for the art.

The game runs at 30 ticks per second, regular attacks lasting for 45 ticks, critical attacks I think should be good at 75 ticks. (as of writing, I haven't checked how long this critical attack lasts). This is a regular 'fighter' that hasn't went through any advancements. Going for a cocky, reckless, naive and very inexperienced, hot-headed character.

And current points of confusion I have so far:
  • How could I handle easing during the hop back to original starting point?
  • Visual FX is something to consider next update, but what other options do I have to maximize the illusion of impact if I cannot rely on audio?
  • This isn't specific to this project but should I start making it a habit to make smear frames look reasonably decent in case it gets 'taken out of context' in a poorly-timed screenshot?

General Discussion / Working with concept artists?
« on: May 06, 2014, 08:48:45 pm »
Was thinking of writing something to possibly save myself some future trouble if I continue working with concept artists who may or may not have much of an idea of what the final assets would look like, though I have to remember that I'm not the biggest expert around.

How have your experiences been with concept artists, with those who do and don't know what to expect from pixel art?

2D & 3D / Making perler bead art?
« on: July 06, 2013, 04:00:03 pm »
Should considerations be the same or should I treat perler beads a bit differently?

Pixel Art / Victorian-inspired living room [WIP]
« on: May 19, 2013, 06:31:22 am »

The stuff stuck to the bottom-right corner was stuff I was saving in case I might wanna look at that later. Forgot to remove that to make this more presentable on the forums but what the heck. The random rectangle which our character is sitting is gonna be one of those fancy armchairs.

So, I'm looking to improve on my craft of tilesets. This is not made for any particular game project. I would like to make a Victorian-inspired living room with a character quietly reading a book. I also intend this to be as well-rendered as what I manage to do with this earlier experiment:

(Canopy tiling sucks but I learned a lot from it seeing how SD3 is better at the same tiling approach I copied.  :()

I'll be posting my progress as I go.  Let me know if there's anything at this early stage that is worth pointing out. Color scheming, proportions, perspective, interior design, stuff about the big picture. I feel a bit clueless with the couch as I'm noticing that RPG perspective looks weird with vertically-elongated forms like the sofa. I haven't studied Victorian/steampunk stuff enough but it's a setting I'm interested in gaining a bit of familiarity.

General Discussion / What are the most optimal tilesheet workflows?
« on: April 19, 2013, 11:47:56 pm »
I think I know some points about a good workflow that has less risk of making mistakes, but I don't know what I do not know, and googling 'tilesheet workflow' gets me absolutely nothing obviously related to what I'm looking for.

How do you guys approach tilesheets?

Pixel Art / Steampunk-ish clocktower practice tiles
« on: April 15, 2013, 05:21:03 am »

This was made just for practice for a coming Ludum Dare Jam. A friend and I, both part of a team for that jam decided that we should make a random mockup with music that goes with it. I found some random noun generator and three of four words it generated were "mechanic, clock, and tower".  I went in a direction of a steampunk setting. This was an interesting challenge since I've never took a shot at a steampunk look. I can be better at this if I do and study steampunk settings more, but otherwise I'd consider this beginner's work.

So, I end up making something that might look like a puzzle platformer... valves and clouds of scalding steam and such.

I wasn't necessarily aiming for perfection and there are some mistakes I'm aware of. Clock face is heavily unfinished but left it like that when I realize there's more important stuff to focus on. Legs are under-rendered, and for some reason I'm having difficulty coloring the handwheel. The random circle on the tilesheet was supposed to be a gear but gears of this size seems pretty annoying to do.   :ouch:

Anyways, I wouldn't mind having pointers to where my abilities with environments are at this moment in time.

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