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Topics - Corsair
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Pixel Art / [C+C][WIP] Totally not Samus
« on: June 28, 2015, 01:55:43 am »
Weird to think that it's been more than 6 years since I was posting here regularly. The creeping of age. Hrm.

Anyway, I got it in my head that I needed to commit some more time and effort into improving again, and so I've been taking on projects that really push me out of my comfort zones.


Taking some more obvious, titular inspirations aside, there is also Robocop, Cecil, Predator, Megaman X, Femto, etc.

So this thing. I know there are a lot of problems with it, but I've been looking at it for so long and my skills limited in a way that is making it difficult to spot what I can do to make it better.

Help an old bastard out.

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Pixel Art / some WIP stuff; a game about mines
« on: November 13, 2011, 09:27:36 am »
..That has nothing to do with fortresses or crafts. This is (ostensibly) going to be part of a Zelda style action/adventure game that just happens to feature a young miner as a protagonist. Predictably, it begins in a mine.

It's tiled as it is due to a limitation in the game system, so there's a lot of redundancy. The mirrored stuff is raw laziness, and because this is one of many backgrounds i'll be working on, any non-mirrored walls and details will have to be more afterthought. If myself and the guy I'm working with can muster it, this is going to end up being a pretty huge project. Well, huge for two guys, at least.

I'm going for a decidedly Genesis-y feel, and as such have ripped nearly all of the colors used from various genesis games. Also, this being one of my few forays into environment rendering, I'm looking for ways I can improve the visibility/readability. As it stands, the character gets lost in all the detail. It won't be played isometrically, the isometric tiles are there to give better flexibility to the level layouts.



and the character


Obviously any crits regarding him are also welcome.

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Pixel Art / [WIP] Human Skull
« on: August 14, 2009, 08:19:34 am »
This started off as an attempt at a decent human face but i was running into way too many issues. I realized that if I wanted to be able to pull *that* off, I'd have to develop a better understanding of what's...beneath the skin.


Don't ask about the little beady red eyedots. They're not really part of the peice.
I will get to some AA and actual coloring once the line art and shading are as done as my skill permits, so comments about those two things would be premature.

Main things I'm having *really* major problems with; the jawbone and teeth (upper and lower.).. and call me pessimisitc, but i don't think i'm going to be able to fit a full set of teeth on the fella. Probably wrong about that. Just seems rather daunting a task.

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Pixel Art / Chakan: The forever man mockup
« on: July 29, 2009, 09:11:42 pm »
Anyone remember this game? Pretty average platformer with a high difficulty level; nothing spectacular for the time but the overall visual style was much darker tha most of it's contempraries at the time, as well as having a fairly interesting premise, being based on a graphic novel which seems to have been influence by a combination of Solomon Kane and Iron Maiden's "Eddie".

I decided yesterday that I'd do a tribute mockup to a game that generated a great deal of fun and frustration in my childhood.
Obviously i'm still going for a distinctly Genesis/megadrive-eqsue look and feel. (not sticking to spec, though.)

RAMBLERAMBLERAMBLE whatever.



Main things i'm looking to do immediately - First, set up a decent palette for the stone tiles, without directly using the one in the game; the improve the quality, texture and readability of any stone objects O may or may not end up including.
I'm attempting recreate/reimagine the stage select area - So for those of you not familiar with it, here are a few screens:
http://img181.imageshack.us/img181/9303/chakantheforeverman000.png
http://img148.imageshack.us/img148/6872/chakantheforeverman001.png
http://img193.imageshack.us/img193/858/chakantheforeverman002.png

As well, Anything to improve the sprite itself. Be it color, shape...anything. I want to make this as awesome as my ability permits.
Any tips, criticisms, edits...and so on will be rewarded with a free tankard of mead*




*I lied about the mead thing.

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Pixel Art / More animation! and some other stuff too.
« on: January 08, 2009, 07:47:53 pm »
After now having regained some measure of expendable time, i've picked up this little hobby again.
ayways, spent the better part of last night fooling with this. Yeah. it's that same guy again. call me uncreative.



Anyways, i also "finished" up this little number, but i'm still treading in unfamiliar waters with it, so there's tons of room for improvement.


Naturally, all criticisms are welcome and appreciated!

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Pixel Art / [wip] Beneath a demon moon
« on: October 23, 2008, 06:07:44 pm »
Whew. it's been a minute. no time for animations this time around though   :(



no moon:



I've been looking at pictures of moons all day and i just can't seem to get it to look like an actual moon, as opposed to just a big glowing cheeseball. and the glow around it is crap.

Also, I need some tips on how to shade when the light source i coming from behind. i've done a few experiments and made a little progress but..still not quite right.

Naturally any other criticisms are welcome. i want to make this as awesome as possible.

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Pixel Art / [WIP] Slashy, ogrey..guy..thing...
« on: June 27, 2008, 06:52:17 pm »


Obviously it's not finished. not even close. Forgive the pillowshading, it's a temporary placeholder for actual shading. used it mostly to keep better track of the different limb sections and whatnot.
I'd like to get some advice to spot any problems I  might be having before I get too far in and have to spend 16 hours fixing the entire thing.

It started out as an animation I was editing in another thread, and thought it'd be fun to turn it into something original. so I did. these are the results so far.

Credit given to masked and his stuff for the inspiration:
http://www.wayofthepixel.net/pixelation/index.php?topic=6523.0

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Pixel Art / sprite, scenery help
« on: February 19, 2008, 06:26:33 pm »
Going for smoother motion/less detail...
I'm happy with what i'm capable of but not satisfied with the overal lresults. whle tehy're mostly smooth enough, they al have a certain stiffness about them that i'd like to rid myself of.
here's some examples of the better ones i've made; trust me, you don't want to see the crappier ones:

and my personal favorite

Now, i've actually never attempted any kind of background before this, and i've never had any instruction on the matter (and it certainly shows) but the whole thing comes off as lookin very flat, andi'd like to know how i can make it look more substantial:


Not doing these for any specific purpose, really, but i figure it's a good way to improve my overall abilityl, but i've reached something of an impasse on my own, so, i come here looking for external help.

(also did a screenshot mockup of an earlier take on the scene here,


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