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Messages - Sokota
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Pixel Art / Re: 1950's Cyberpunk Platformer Project [update]
« on: June 27, 2012, 11:40:37 pm »

So after 45 minutes of shifting pixels around, I finally got the car to this (bottom right). I guess it looks okay, it's not nearly as boxy, but I'm still not really satisfied with it; just don't know what to do to fix it though. The straight line below the far headlight, the straight lines of the hood, as well as the bumper are all bothering me. It's getting there though. Any ideas?

@Grimsane: Thanks for the edits man, it's helpful to see what other people would do.

@pistachio: "Bit unimpressive", ha. And here I thought I was on to something; you just blew that out of the water. Awesome take on it, I'll see what I can do. (I do plan on using black outlines though, but we'll see). Interesting use of key/fill light as well. Makes your character pop way more. I have work to do, lol.

Pixel Art / Re: 1950's Cyberpunk Platformer Project [update]
« on: June 27, 2012, 03:51:51 am »
Yeah I'm definitely trying to go very noir with these sprites. Thanks for the arm advice and edits, I do like the legs on the middle one, but just for stylistic reasons I'll probably keep them fairly skinny. Haha, your edits almost remind me of Rorschach. And here is my attempt to render the car with some perspective. I'm pretty happy with it up to the front door, but the front end is too boxy and I'm not sure how to adjust it. I'll keep playing around but yeah, it's getting there. Also, I didn't use any hue shifting on it, just used flat shades of gray. I'm trying to figure out how to make something appear black without actually shading using black...

Car update: In one I shortened the front end by a good 3-4 pixels and the other has some quickly sketched stuff behind the windows. Please tell me what you think of both.

Once again, thanks Grimsane for the feedback! I'm working on this stuff, I'll have more new stuff later, just trying to get these two nailed. Haven't retouched the detective yet.

Also, here is my reference for the car. 1955 Chevy Patrol Car.

Pixel Art / 1950's Cyberpunk Platformer Project [update]
« on: June 26, 2012, 02:07:13 am »
So this is a bit of my messy workflow, but I have an idea going for a 1950's cyberpunk/dystopian universe. I have finished this detective guy as well as a flying cop car. I am looking for some C&C on the sprites as well as some guidance in the use of the 3/4 view, mostly because other platformers I have created sprites for in the past have all been completely profile. I'm trying to break out of that mold and incorporate much more depth and space to my sprites with this fun idea. The character is standing in 3/4, but his vehicle is profile. Does this seem to work okay? I liked the car how it is but like I said, I'm trying to expand my horizons, and I tried creating 3/4 view of the car...Dunno if it's working or not. I love how it has so much more pop to it. I just need some pointers. Any C&C is welcome. Please be as harsh as possible. Thanks!

Detective                        1950's Flying Patrol Car

I know there is some glaring banding on the character's arm...not sure how to fix it.

Edit: Updated before anyone replied. Crits on the new stuff please! Thanks!

Pixel Art / [C&C] Platform Sprites - Needing some help.
« on: January 04, 2012, 09:55:15 am »
Hey all,

So I've been working on this platform game Stasis (set a near future, dystopian world) for quite some time, and am now working on a slightly large set piece, a near future monorail station. I'm pretty happy with the pillars and the under-part of the middle, but I am having problems with making the roof look corrugated and still pop/stay consistent with the art style and perspective. Right now I'm working on the base structure; I plan on adding a bunch of small details, but I want to make sure I get this nailed before we start lighting it in-game. I'm thinking I should foreshorten the roof more but I'm not quite sure how to go about that.

The Metro Station sprite

The Metro Station in-game

All C&C is welcome and appreciated!


Okay so, I tried to rework the animation more, and give it some weight and such. I didn't do a head or body turn, not sure on how to do that quite yet...Plus turning his head was being a pain in the rear. So this is what I have now, a much more respectable attempt at a punch. I seriously am trying to take all critique into consideration! And st0ven, I did look in the mirror for the first one, and again for the second one...I think it helped some.

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Pixel Art / Re: Dallion: Character Animation Help!
« on: June 26, 2010, 08:30:30 am »
Okay so new problem. I like the run, but now I am working on making a 3 punch combo...I had plenty of references for the run, but not as much for the punch, so this is what turned out so far...It's wonky and somethings quite wrong with it, and I don't think it'll flow well into the next hit (A punch with the left arm), so yeah...this is my first animation made in GIMP, so excuse the blurriness? I don't know why it did that. Anyways, it's 12:30am and I'm tired, but please critique and help me out! Thanks so much!



Pixel Art / Re: Dallion: Character Animation Help!
« on: June 23, 2010, 09:18:06 am »

Okay so updated the run some, based on what you guys said. I lowered the arms and fixed a leg issue (I think), and I messed with the air some. I think I have to fiddle with the hair a little more to get it to look better, but that's what I have so far. Thanks for the kind words guys, I feel like maybe I'm doing something right for once lol. Next up as far as animations go, will be a shimmy and some attack combos. That should prove pretty difficult.


Okay so I am working on a new game project with my team, and have made this character, Dallion, who is going to live inside a steampunk world. I need some C&C on his run animation, which took me a few hours to do. It's the first thing I've really sprited or animated in 6 months so be easy but fair!


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Punch [WIP]

He has a lot of other poses to come, such as jumping, sliding, ledge grabbing, ladder climbing, rope/pipe climbing, and some fighting moves (punching, kicking). Also, if anyone wants to see the engine so far (it's basic at the moment), I'll be happy to post it.


Thanks so much!

Pixel Art / Re: Hunk Sketch - Working on Fundamentals
« on: March 18, 2010, 06:44:53 pm »
Well actually, I wanted him to look like that. Not off-balance looking per se, but more staggering looking. I guess that didn't work. Still, I'm more worried about the blocking out to avoid flatness and stuff, and try to stray away from using too many lines. So I"m just wondering if I'm taking the right steps, especially on the facial area..


Pixel Art / Hunk Sketch - Working on Fundamentals
« on: March 18, 2010, 10:23:04 am »
So, I haven't pixeled anything in a long time, and I decided to give it a go today. Prolly put an hour or so into this sketch..yeah, I'm slow. I'm trying to get form-building down and stuff, so I started on this character...Not too original but I think helpful nonetheless. Any crits and advice are helpful, especially on shading the main blocks as well as anatomy (Especially concerning the arms and neck, and face...well the whole



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