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Messages - transilience
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11
General Discussion / Re: Stars & Asteroids
« on: June 16, 2016, 08:20:26 pm »
The game is out for Android also now: http://po.st/StarsAsteroids

Remember the more people that play the more resources I'll have to hire more pixel artists for future games  ;D

12
General Discussion / Re: Stars & Asteroids
« on: June 02, 2016, 10:23:00 am »

Updated to fix a couple low performance/fps moments and also high score now syncs properly.

Please download and play if you have iOS, android coming soon.

Let me know your opinions please, it's always important for us creative types!

13
General Discussion / Stars & Asteroids
« on: May 27, 2016, 11:13:05 pm »
Hi all,

I've managed to get my game up on the app store now.

Thanks to the members here for guiding me in learning pixel art.

https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=1113280998&mt=8



Also if you'd like to apply for the opportunity to work on this game (and possibly future) check out my job offer thread here:
http://pixelation.org/index.php?topic=20306.0

15
Hello Pixelation,

I've been learning pixel art myself for a bit over 2 years now and personally I love it and it's fun but it is quite time tasking, and in order to achieve a truly masterful look you need to dedicate lots of time and practice. I don't personally have time to devote like this, however I've made all of my own art for a game.

Now I'm looking for someone to fix up my art. Make it really great instead of mediocre.

If you are interested in improving my art let me know, please provide a couple example image of your art, and provide your expected rate of pay.

Please keep in mind because this is 'improvement' work and not 'from scratch' the rate of pay will not be the same as for original works. http://2dwillneverdie.com/blog/how-much-do-sprites-cost/

An early example of one of these assets can be found here - http://pixelation.org/index.php?topic=19250.msg169679#msg169679
This way you can evaluate the quality of an existing asset and level of improvement that will be needed.
If you would like to see more updated version with animation just let me know.

edit - this spot has been filled

16
Pixel Art / Re: rabbit
« on: February 26, 2016, 02:52:58 am »
if you're not a pro at drawing from imagination and memory then don't be afraid to outline trace a real picture for the proper proportions, perspective and anatomy

17
Pixel Art / Re: new
« on: February 10, 2016, 06:17:39 pm »
there seems to be some problem with pixel proportions in the second image

overall it's pretty basic and a decent sword, however
   
    the black outline on the sword itself doesn't serve to help the shape, but rather makes it look off, dont use it, but this might be a style preference, maybe it would look more appropriate with a dark outline on the hilt also

    the purple jewel is not very visible at 1x, you probably need stronger contrasting colors between the jewel and the hilt and the hilt's shadowy parts

18
So I had the opposite problem, where I was turning a male character into a female and getting it to read female was a problem so here are my best points for you in regards of trying to "man" him up.

- The chest reads like breasts because of 2 reasons - the dark part between the pecs and under looks more like under boob shadow than a man's rib structure, break this up. second reason is that the bit of shoulder from his left arm actually works to add to the chest - boob structure, try a strong contrasting color and maybe move the arm into a position that shows it's one continuos body part to avoid pieces of the arm extending the torso.

- The hair reads feminine but there are only a few things you can do about that since long hair at such scales will almost always read feminine. You can try to make it messy, a messy hair cut is more of man's style than a females, maybe get some spikes to fall over the front of his head.

- skinny calfs and feet are a female trait, sad to say. when it comes to these pixel scales you have to go with stereotypes, making the calfs and feet so small makes it looks like a woman's legs and feet.

Try to play with these areas so you can keep your long hair and loin cloth for that native feel.

19
Pixel Art / Re: rpg portrait faces
« on: February 03, 2016, 12:54:02 am »
I think they look really good also, you could probably opt in for some anti aliasing if it's your style, either way it would probably help a bit with the readability of the curvature.

20
Pixel Art / Re: [C+C][WIP]Space Panzer and other things
« on: February 03, 2016, 12:51:16 am »
How about some grated areas with pipes that carry liquid coolant and wires that send off signals to other panels etc... and maybe even lights?

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