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Messages - yyboyyy96
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General Discussion / Best design Choice for an Inventory
« on: October 24, 2021, 11:44:58 am »
Hi all,

I'm making a top down RPG game (Zelda like) and I'm at the point of making an inventory system.

I usually make it with 16x16 Slots in a scale of 6rows and 4columns. which is fine by itself but for a game that has a limited Pallette (NES Palette) this could be an eyesore with those dimensions and color limitations..

How would you guys design such a system that pleases the eye with those dimmensions?

Job offers / LF> Pixel artist FF like Static Monsters
« on: August 23, 2021, 12:41:50 pm »
I'm looking for someone that can make Final Fantasy like monster images.

Monsters like these:

64x64 Max.

NES-Style (Dark):

I already have the RPG sprites (TopDown 16x16 Side/Front/Back -view characters).
So the only thing that needs to be done is to translate the RPG sprite into a Dark 64x64 NES styled Monster portrait with a cool pose.

Hit me up with your portfolio and price per character.

Job offers / [Paid] Sprite animation enhancer
« on: April 29, 2021, 08:02:53 pm »
I have some NES style character animations that need some enhancing (better readable motion, polished and lively looking).

the character is 32x48

PM me if you are interested!

Pixel Art / Re: Grass
« on: February 08, 2021, 08:21:28 am »
My "trick" is to use tiles, but
- with several variants, 4+ different tiles
- small enough tiles that there aren't big distinct shapes of grass within the tile that will be noticeable when repeated
- with different edges that line up to form different grass clump shapes when put together (this too benefits from smaller tiles)

Towards the end (after placing any props and such, which will cover up a lot of the tiling), the remaining bits where tiling is still noticeable can be touched up manually.

This is the method I'd employ for almost all terrains, tbh - grass, dirt, water, bricks, as well as transitions.

It's a lot easier to avoid the "tiled" look with tiles than it is to manually obtain a good level of polish on an un-tiled expanse like this. The key thing to avoid the appearance of a grid, rather than avoid tiles entirely. Break up those blocky straight transitions, and use a good set of variant tiles, and most people won't even notice you're using tiles at all.

In addition: you can embrace solid areas of colour. Your grass right now, completely solid green, actually looks pretty good, just a little boring! Solid colours "tile" perfectly, don't look tiled, and are easy to draw. All you need to do to keep the image from being boring is to break up the negative space with just enough unique elements and props that the scene doesn't look empty, you don't have to fill it all with texture.


Thanks for the tip I'll defenitly keep this in mind making more several tiles with different shapes! Do you know a good tile mapping software I can use for quick tile placement/autotiling with multiple different shapes? I doubt I can do that in Aseprite

Pixel Art / Grass
« on: February 07, 2021, 08:15:51 pm »
Hi al,

Does someone know a handy trick to draw lots of shaded grass very fast? I want to make the world look as if it isnt made with tiles (most of the ground/grass etc.. made from hand). to give it a unique look. Obviously this is extremely time consuming to do!

I started with the roads and spray painted lots of different shapes in a selection to give it a ground path look. it works alright in my opinion.. But now the part where grass is overgrowing on the path from the sides. I can draw everything by hand but I think that will burnout even the best pixel artist at some point of the day.. so does someone know a handy trick to draw lots of different shapes and shades of grass and whatnot for this?

I'm using Aseprite.

Pixel Art / Re: Female Character
« on: December 30, 2020, 04:52:21 pm »

Pixel Art / Re: Animation
« on: October 02, 2020, 09:07:45 pm »

So I tried to make it more feel finished

Pixel Art / Animation
« on: September 28, 2020, 08:38:17 pm »
Any Tips?

I like the simplistic cartoonish style and its size.



Pixel Art / Re: Female Character
« on: September 27, 2020, 11:58:12 am »
what should I be looking for with fewer colors and silhouette?

I mean the lines in between her Left arm (not the one holding the stick) it looks like 90 degrees, but when you have color it doesn't look that bad in my opinion.

Pixel Art / Re: Female Character
« on: September 26, 2020, 09:29:51 am »
Yes but its only because I copied your style. A lot of time when I'm doing it on my own it gets bulky out of shape bad proportions and weak posture.

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