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Messages - aamatniekss
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21
Pixel Art / Re: [C+C] Need help with game's promo picture
« on: May 05, 2016, 03:44:54 pm »
Thanks for the feedback eishiya. I tried applying some stuff.
I've still to change the poses of the characters a bit, and tweak colours, to make it more interesting. but right now im curious about the 'sky', I mean it does give a nice sense of depth, but not sure if I should leave it. And I dont really want to make it more detailed too, so as to not take away from the title.
Anyways,this is where im at atm. And if I decide to leave the sky I'll probably have to add some blue'ish sky reflections to the characters, but im not sure about it.


22
Pixel Art / [C+C] Need help with game's promo picture
« on: May 05, 2016, 12:33:17 pm »
Hey people!

Im starting my work on a new piece for game's promo picture. It will be used on Steam store page at 2x view probably, so thumbnail visibility is not so important. I just need it to look pretty.
So this is what I got sketched out basically. I still need to refine and refine and refine. Nothing is final here basically, so Im looking for any help I can get.



Finished -

23
Hey!

My name is Nauris. Im a 22 year old pixel-artist and game developer from Latvia. I've been pixeling and developing games for 2 years now, and have released a couple games(steam) and participated in countless game jams, and other projects. Im pretty comfortable in all pixel-art styles, and Im a very quick learner if you require something more unique. :)
I work for 20$/hour, although it's negotiable if I really like your project or it's idea, and it would just be a joy for me to work on.
Please do not bother me with revenue share projects.

Here are some samples -
Recent work -
Top-down RPG mockup 16x16px tiles

Hi-res tiles 32x32px.

100x100px rpg creatures

Another platformer mockup with only 16x16px tiles

8 frame run animation

A simple goblin idle animation


Older work
A tile based exploration game 32x32px tiles

Low-res tileset 16x16px

An older beat-em-up mockup.

From my first commercial game


And here are some more - http://namatnieks.tumblr.com/
You can contact me on - aamatniekss@gmail.com
Twitter - https://twitter.com/Namatnieks

24
Pixel Art / Re: Molten Foundry tileset
« on: April 25, 2016, 09:50:51 am »
Really cool tileset man! I agree that the background could be a little darker, and maybe the lava could have a bit smoother animation.
Do you have a place where I could see all the other 28 tilesets as pictures? :)

25
Pixel Art / Re: [C+C]Pre Preparation(I guess?)
« on: March 02, 2016, 07:54:56 am »
Here are a few of my thoughts.
You're basically using too similar colours. no hue switching at all. Ideally when you're shading stuff you want your darker colours to go towards more bluish or purple hue, and towards yellow for highlights, because if you keep it on the same hue and just go up/down on brightness it looks very washed out.

I also changed the head shape, as it looked too \/.And changed the hair, as right now he kind of looked like he had a palm-tree on his head, like the sideshow bob from Simpsons.
I also showed two versions for the eyes, more anime'y eyes, if you're into those, or some simpler ones.


26
Pixel Art / Re: [OC] [C+C] Hi-res platformer mock-up
« on: February 28, 2016, 11:11:28 am »
Hmm, well I think Im happy with this for now! Thanks for the help everyone! But if you still got any suggestions I'd like to hear them!



27
Pixel Art / Re: [OC] [C+C] Hi-res platformer mock-up
« on: February 27, 2016, 04:54:13 pm »
@Ambivorous, well yeah, your edit really helped me with the cliff colours. :) Thanks :) The blue was a really nice touch.

Anyway, I finished off the tree, and am now exploring some more palette options for the grass and tree. But I can't really decide which one I like the most.
This is the original generic green palette.


This is a more 'autumny' palette. The tree I like the most in these colours, but I don't really know about the grass. But still this is my favourite colour scheme.


And this is a more unique and unnatural colour scheme I tried, just for the sake of it. Everythings purple. This one is also nice I guess.


EDIT: Well, while Im trying to decide with which colour scheme to go, I pixelled the clouds. Pretty happy with them I guess


28
Pixel Art / Re: [OC] [C+C] Hi-res platformer mock-up
« on: February 27, 2016, 10:48:01 am »
Well, I started on the tree and sketched out all the basic shapes. How does it look? Is it alright, correct? It's not the right colours that i'll be using, just using these to make drawing easier.


29
Pixel Art / Re: [OC] [C+C] Hi-res platformer mock-up
« on: February 26, 2016, 08:59:12 am »
Thanks a lot for the in-depth post Jad! It will definitely help me! The larger tiles is a great idea, and I'll try to use it. Won't have internet on pc for a couple days now(changing providers), so i'll have to post a new version next week.

Edit: hah, nope, i get my internet already. That went faster than expected. :) So i'll post a new version soon

EDIT2:
Ok so here's the new version. I took in the suggestions jad mentioned. Especially the filled butthole rocks, those can not be unseen, haha. Looks miles better. However I didn't go for too drastic changes, like in jads edit, with the bigger rocks and stuff. As I tried it and it felt inconsistent with everything else, because there are no big rocks elsewhere, so they kind of popped too much. I suppose I could eventually try making even more variations with bigger rocks though, so they dont stand out as much.
I also used the stalactite idea, which seems like a great way to vary the tiles a little.

Right now im not really happy with the grass, I guess it looks nice, but it seems kind of off to me. But i'll leave it as is now, and try making the tree or some other larger decoration next. Maybe I'll get some ideas for the grass later. Or if you have any ideas what I could do with it, please help.



30
Pixel Art / Re: Sprites and more! by znkart! <-
« on: February 25, 2016, 11:39:31 am »
Because there's an in-built zoom function. and if someone wants to do an edit on your art, they can't because it's upscaled to god knows what size.

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