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Messages - Mnots
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Pixel Art / Re: [WIP][CC] Chibi Commission
« on: June 15, 2016, 01:06:02 am »
Aw man. I thought I was doing good. *sighs* I guess it's back to the drawing board. Thank you for that amazing edit.

Just wanted to chime in here, and say that I remember your very first post here a while back, and I can tell that you've improved quite a bit since you started. Don't be discouraged, and keep at it!

Mistakes are portals of discovery!

General Discussion / Re: The haunting mindscape of Zdzislaw beksinski
« on: June 10, 2016, 10:03:52 am »
Some of the most inspiring stuff I've seen in a very long time. Thanks for sharing!

Pixel Art / Re: Ep. 02 of our Pixel Web series is up!
« on: June 01, 2016, 08:57:25 pm »
I think you may have posted the wrong link. :P

General Discussion / Re: Anyone using Unity for pixel art games?
« on: May 31, 2016, 12:48:58 am »
i'm a beginner with unity and i'm interested about info too. A friend of me told me he prefer use unity3d to make 2d platform games !

Unity2D is still handled as a 3D engine, it just locks off the z axis in camera views, but that's sort of what makes it nice at the same time. You can employ certain 3D elements to the game, such as water. Ori and the Blind Forest used Unity like that. It's a great example of what's achievable in Unity on a 2D level.

Really enjoyed it! Subscribed and can't wait for ep. 2. :D


I'm currently seeking some commission work! So if you enjoy my art and would like to hire me for a piece, let me know! I'm also experienced in Tiled and Unity editors, should my assistance need to go further than just the basics.

If you're unsure about whether I'd be able to mesh with your style, just shoot me a message and we'll talk about it. I'm capable and willing to adapt!

Standard rate: $20/h - Negotiable depending upon current workload
Contact me here, or at


General Discussion / Re: Extracting a Color Pallet
« on: May 12, 2016, 07:48:36 pm »
Man. Nuking this post. Had Symphony of the Night confused with one of the GBA ones :(

tl;dr, may just write a program that can create a palette from all the images you have at least, because I'm having trouble finding one that could do that for >256 colors. (Imagemagick may help you if total colors are <1024.)

But extracting palettes from a game is not something you can do very automatically, unless someone has already done the reverse engineering work. Depending on the hardware some emulators might display the palettes to display the current scene (because the hardware would need that info to display it) but that doesn't reflect how the game stores the palette, or where, or how many colors.

I kinda wonder how much of it is here:

This is what is seen in NO$PSX in the first gameplay section, but it's probably not all of it, and parts of it are animated. I would probably not expect to get all of it, even this is quite a lot of colors. 1822 unique.

Edit2: The above image is scaled wrong. So... here's this:

But it's over 2,000 unique colors now and that's probably not all throughout the game. So it's gonna end up as far too many to be useful I think. There are also colors in the scene that aren't in that set, so who knows.


Well, damn. I wasn't visually able to spot the subtle differences in the colors, but I see what you mean now. Guess I'll be scratching the idea of using that pallet for my game. haha

General Discussion / Re: Extracting a Color Pallet
« on: May 12, 2016, 03:24:36 pm »
I have all the sprites and background sheets downloaded that I've been able to find. I don't think there's much (if anything) missing in them in comparison to the game.

I'm not sure how large the overall pallet is, but I know that the backgrounds and sprites share a lot of colors, from what I've seen so far.

General Discussion / Extracting a Color Pallet
« on: May 11, 2016, 08:33:53 pm »
I'm looking for Symphony of the Night's full color pallet. Haven't been able to find it online, yet. I've been going through every available sprite sheet, pulling out each pallet there, but it's somewhat painstaking and I'm sure I'm missing some colors that way.

Anybody know where I can find the full pallet?
or where/how I can easily extract the full pallet from sprite sheets?

Pixel Art / Re: Clone Trooper Helmet
« on: May 07, 2016, 10:15:51 pm »

Ok so I made a light source in front of him. Am I on the right track with this?

Good effort! You're still giving off a very flat form, though. The issue being that the light doesn't seem to imply any sort of curve/overhangs/grooves/etc on the helmet. From the way it looks, it seems like you focus more on the shape of your light when shading than the shape of your object.

Here's a quick reference image with some tips laid out:

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