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Topics - Vinik
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11
Pixel Art / Here goes a Rideable Robot
« on: May 11, 2018, 10:37:07 pm »

Hello everyone, since I am doing 8 directions sprites for all my assets and the pipeline gets a little tiring, I tried to make this robot vehicle thingy with basic rounded solids, so it would be easier to rotate. I think it does the job, but I would really value any of your suggestions and critiques, specially early on before I rotate and animate it ;). I think the hands are sketchy, and I not sure at all if the feet are selling the perspective, which is "rpg top down" at a 2:1 ratio by the way. I also don't know if it needs visible controls like levers, or if it is best left implied.

At start they will be piloted by baddies or have a brain-like-electronic-something encased in glass(?) and corked on the cockpit, but once defeated the player can hijack one for some time, and while piloting you get higher jumping and the scale of the elements in the is re-signified: bigger 2x2x2 blocks sized elements which are normally more like unmovable barriers or platforms can now be lifted/moved like the player can usually do with 1x1x1 objects.

Thanks in advance for the great input you people always provide :)

Edit: version without the pilot to show the perspective a little more clearly.

12
Pixel Art / Here goes a portrait
« on: April 05, 2018, 01:02:47 am »
First of all, sorry for not updating on the slime thread, and thanks for all the input, I had to study some very-not-art things and lost focus on it, but I will surely post more on that and some more minions when I get to small scale stuff soon. But I got this one in the mean time:

Here I am trying to go back to larger stuff, and applying what little knowledge I got from traditional media painting on pixels. Turns out they are some little disobedient things. Hair is atrocious,  I have no idea how tapered curved shapes should end on the thin parts, often ending in L shaped clusters or single pixels on diagonals. The beard is a cheat to hide that chin lines end up always being diagonal lines with banded shading, as it seems I cannot visualize them differently on the pixel grid (look at my avatar, busted). I am not sure if this kind of exercise will help anything with drawing cutesy small scale game assets as it is my current need, but I just needed to get this one out.

13
Pixel Art / Here goes a slime
« on: March 27, 2018, 08:25:14 pm »
It is boring, It is dumb, its a slime minion (24x24ish):

I tried to make the irises bounce to make him look dumber, but gave it a more human like face to avoid the typical green-ghost shape. This is just a minimal three frames cycle, how many do you guys think should be enough? Any general tips on where to start improving it? I am pretty green regarding animation techniques. I think it moves too much for the idle state, so this will probably become the south facing moving animation. Thank you all in advance, as always. :)

14
Pixel Art / Here goes an autotiled sci-fi room
« on: February 14, 2018, 08:08:32 pm »
Ok, iso autotiling check, procedural rooms check, it is time to step out of "programmer art" now, and would really appreciate any input or tips on it. I hope the scaling with the character is ok. I am in dire need of references on good sci-fi dungeons for inspiration, as I need to fill stuff with pannels, screws, ventilation slits, randomize floor tiles.


This is still crude, I have to clean up some outlining errors on the tiling, but it gives the idea on how the more sci-fi rooms are going to look like, although I have a number of alternative wall designs. This is how the autotiling is laid:



15
General Discussion / Best way to skew textures for isometric art
« on: February 09, 2018, 02:07:45 pm »
Hello everyone. When doing isometric art I often find myself wishing to skew tiles or textures that were previously drawn flat/square. I do think that drawing directly on isometric planes often gives the best results, but some textures are tricky at iso, and often you already have a texture/tile at a 16x16 square and just want to have the closest rendering of that same pattern as slanted wall tiles, so making a quick skewed projection is good start, and you can tweak later for depth, detail, fixes etc.

That said, aseprite wont skew selections (it can rotate nicely with rotsprite/quickrotation), so it can be used for quick diamond shaped ground tiles (by rotating and then squashing), but not for wall tiles (upward skew of one of the square sides). Ms paint CAN skew, but only at integers so it works great for 1x1 slanted walls at 45°, but not for isometric 2x1 walls (22.5°, cant do it). Any tools suggestions for something like that?

Thank you all in advance.

16
Pixel Art / Here goes a 16x32(ish) 8 directions character
« on: January 03, 2018, 03:07:14 am »
Hello everyone, I did this quite quickly during new year's eve, trying to learn more about 8 direction top-down character sprites, and I would thank any help you could give, as usual.


I know the animation is primitive at only 3 frames per walk cycle/direction, and that I am using idle as the frame between each step, but I figured it would be pointless to make more frames before getting the shape right. I have very inconsistent arms and feet size, mostly because I was aiming for a more elastic form with limbs which seem to grow when closer to view, not unlike what I tried with this 16x16 guy before, although I feel I failed a lot more as the size and extra directions demanded more detail in comparison:

Mostly I would like any tips on how to maintain the consistency of the shape of the same character when it is turned at diagonal angles, and would thank you a lot for good references on which 8 directional game sprites you think I should study, besides the snes mario rpg and the other M&L rpg games for gba and DS.

As usual, thank you all in advance.

17
Pixel Art / Here goes a 16x16 character animation
« on: November 16, 2017, 04:33:02 am »
I am pretty green regarding animation, and also have been struggling with making larger 8 directional characters on 2.5d perspective for a while (sight), so I tried to go much simpler and make a 16x16 character to get something done quickly and possibly learn some fundamentals I am likely lacking. So here goes nothing:

Thank you all in advance for any input on it, The feet and arms are the most problematic I think, and sideways jumping is not even done, cant seem to get it on my head. rendering proper posture on these tight areas is quite difficult so I ditched form conservation went for a more elastic kind of character, hands grow when gesturing, etc.

18
Pixel Art / [C+C] portrait with triangular tiling
« on: October 17, 2017, 02:27:30 am »
As I was experimenting with mapping with isometric tiling in another thread, I became interested in fixed or grid-based triangular tiling and/or brushes as well, and before I realized what I was doing I started doodling 2d painterly things over the map corners, so I decided to turn it into a separated thing a gave it a try on a portrait:

As I am not much an adept of portraits in pixel art (differently from traditional media) I would thank for any comments and critics you could throw at it. Now, I wonder if that general style would be acceptable for an indie game nowadays, as it would go well with  my current polygon-like maps. Anyway I had fun with this one.

19
Pixel Art / Trouble with isometric shading
« on: October 11, 2017, 03:53:41 am »
Hello everyone, I have finally started experimenting with isometric tiles after avoiding it for a while. I surrendered to classic isometric 2/1 neat diagonals after feeling the recurrent urge of having diagonal rooms in my topdown prototype, instead of only rooms aligned to the xy axis. I naturally realized in shock that 2/1 regular diagonals do not match front facing 4:3 or 3:2 parallel perspectives tile-sets, and that raster diagonals that match those angles are jagged and bad for pixel art. You can see high school level geometry inst my forte, given that it took me so long to realize that.

Anyway, i think I got the basics covered, but I am struggling with properly shading isometric tiles when various ramps are involved. Specifically, I cant decide in a clear logical way which shade to put correctly in which face given the chosen light source, leading to neighbor faces with apparently to much contrast between each other (top right and bottom left diagonal faces of the "solids" being worst offenders), and I  also end up with a higher color count than I imagined to be necessary for such basic shapes.

Thank you all in advance for any pointers and tips which might help to improve this and correct the shading. This is what I came up with for a template:


20
General Discussion / A tight 4 shades 11 colors palette
« on: March 04, 2017, 06:03:06 am »
Sometime ago Cyangmou gave me a great lesson on color palettes and color in general when I tried to calculate a palette keeping values constant across all hues and failed bad. Since then I have been on and off about trying to make a more personal palette, learned to love and respect saturated reds and yellows but remained still interested in the tight swatches of supergameboy's/gameboy color 4 shades mixing and the similar results I was getting with a few colors from nes ntsc palettes. I finally tried to nail down what I was really trying to achieve, and realized I wanted a tight, four shades at most, somewhat sepia palette, that would give me a pokemon on gameboy vibe but with higher hue variation and lowered saturation, resembling colored pastels over a drab, darker paper. I decided I would be strict in only keeping useful colors, something I learned here. This is what I came up, 11 colors in total:

I am still uncertain about the yellow ramp, and in doubt if it deserves its own third shade, since I am using a greyish dark purple instead of brow or dark olive. I think one of the keypoints in making this colors work is use a lot of the brightest color in the sprites, and the contrast of the drab "white" and the second shade of yellow is not ideal yet. I value you guys opinions a lot, and would like any input you might have on anything that might improve this. Thanks in advance.

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