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Messages - fingas10
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31
Pixel Art / Re: [C+C] 32x32 topdown sprites
« on: July 18, 2016, 02:27:16 pm »
Interesting! I like them a lot. They might be a bit too high contrast for my tastes but there is certainly something to learn from what you did. I will try to modify a bit to find a middle ground.

32
Pixel Art / Re: [C+C] 32x32 topdown sprites
« on: July 18, 2016, 12:58:29 pm »
I have tried them without the black inlines and didn't really like it as much. Maybe you could redraw one of them for me quickly without the inlines so I can compare?

33
Pixel Art / Re: [C+C] 32x32 topdown sprites
« on: July 18, 2016, 11:41:25 am »
Any more applicable tips? The colors are not so important because the player will be able to modify them at character creation. I am more interested in how to improve the shading or other aspects.

34
Pixel Art / [C+C] 32x32 topdown sprites
« on: July 18, 2016, 11:20:26 am »
Anymore feedback for me?



35
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated again)
« on: November 03, 2015, 05:25:24 pm »
thanks for the input. I was thinking of going back and reshading the chest pieces of rows 3 + 4 they were bothering me a bit with the different shading, especially 3. I made them first.

I like the black outlines because these are so small, without them its really hard to seperate armor pieces. They will also make it easier to seperate body parts later if I decide to break them apart for character customization. I wonder how the lines would look very darkly colored though...

Each column is an upgrade the character undergos at certain skill levels. They are supposed to be gradual but build upon the previous level.

36
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated again)
« on: November 03, 2015, 07:04:19 am »
 :)

37
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated again)
« on: October 22, 2015, 01:53:43 pm »
Can anyone give me some feedback on my 32x32 sprites?

38
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated)
« on: October 20, 2015, 02:19:30 pm »
I think I need to add a bit more info for clarification.

The grid pieces will be procedurally generated, meaning that the sand tiles will be selected randomly as open tiles for the particular planet. The mountains will act like walls and will also be generated procedurally to create ravines, rooms, and other various containers. The sample I have provided is just one of nearly endless generations for a map and only part of a larger area it will create.

The space ship buried in the sand and the forge are tiles that the player can interact with, in this case both are used for a "salvage" skill which provides various mechanical parts and rarely tech constructs for use as part of that skill.

Monsters are also generated upon map creation and this is just a sample of what could be made.

39
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated)
« on: October 19, 2015, 09:31:13 pm »
I need the tiles to indicate how far things are going to move. With such small pixel sizes, it would get hard to measure the distance units will move very effectively. I will try it just to see how it looks but I have a feeling It is going to be really hard to measure distances without the tiles.

I agree on the mountains, they need a rework. I will update with better mountains soon.

Here is another sprite of a boss style monster I did for a different level.

40
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated)
« on: October 19, 2015, 03:52:20 pm »
Anymore feedback?

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