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Topics - big brother
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Dear everybody,

My friend Andrew and I are working on a Phantis remake. He wants you to know that this is a quick project. I want you to know that he has done all the work. We want to get some feedback on two design directions for the protagonist.

Here's an in-game shot with the original design.

Here's an updated direction.

Here are assorted GIFS of the protagonist.

Tell us what you think about the two sprites. Do you have reasons to prefer one style over the other?

More screens of the original game can be seen here:

General Discussion / I released an iOS game!
« on: January 12, 2012, 08:30:10 pm »
Hey guys,

I wanted to let everyone that my new game is now available on the App Store. It's my first iOS game in the sense I didn't work with anyone else's license and made all of the art. Check it out!

Choose a side for the epic battle raging in the new game, “Rivers & Rails,” now available on the App Store. Will you pick man or nature?

“Rivers & Rails” is a strategic, turn-based game by TrikeSoft LLC. Play as the dastardly Railroad Baron or the noble River Queen. Outwit your opponent and connect cities or seas to reign victorious! Defeating a well-matched opponent will require every ounce of your cunning. It only takes a minute to learn, but a lifetime to master.

“Rivers & Rails” features three different map sizes and Game Center support so players can challenge their friends online on any iOS device. The adjustable difficulty level helps ease anyone into the game play and provides more challenging matches for those who are strategic masterminds. Humorous characters and numerous achievements add to the fun and excitement.

Pixel Art / Old, retired tiles
« on: February 12, 2011, 07:28:20 pm »
Hi guys and gals! I was digging through some old art and I found these terrain tiles I had made for a freelance mobile game project that took the path of the dodo bird. The tile set is incomplete because I did not end up getting paid, so I guess the art is still my intellectual property. You live and you learn. I drew these four years ago, so I would do some things differently if I had to make them again.

Considering the popularity of terrain tile threads, I figure that someone may appreciate these tiles as reference.

Things that were not my idea:
- The grass/dead grass transition layout was not my idea. I would have done it with a single diagonal piece that can tile with itself, the N/S tile edge, and the E/W tile edge.
- The saturated emerald green tint of the forest
- The odd, 40x40 dimensions for the tiles

General Discussion / Pixel Design for T-Shirt
« on: August 30, 2010, 05:21:43 pm »
Hello community!

I submitted a design to Threadless:

I'd be very grateful if you can sign up and vote for it! It just takes a second; click the big pink button in the upper right corner of the page.

If my design gets enough votes over the next few days, Threadless will make the shirt! So tell your friends. Make them vote, too. Chain them to the water heater in the basement if necessary.

Pixel Art Feature Chest / Feature 07 - Savage World (artistic nudity)
« on: January 15, 2009, 05:20:26 pm »
Hi everyone,

I recently uploaded a mockup on Pixeljoint, which you can see here: (Favorite it and give it the highest rating you can, thanks.)

The community there had a lot of comments and good criticism, so I decided to open up a "WIP" thread here to refine the piece. Hopefully, the end result will be a fully-realized mockup Pixelation can be proud of as well as some artistic growth for me (and perhaps others). But I'm the important factor in the equation; don't mistake this for altruism. Me me me me ME!


In conversations with my awesome buddy Andrew, we talked about remaking a Pysgnosis classic, Barbarian. If you don't know this game, you can't be my friend. It helped shape me into the badass I am today. Here are some links, visit them often:

This was my first take on the remake, specifically the swamp scene in the beginning. As you can see, it showcases green water, bubbles, mud, and bones. Lots of bones. The statue versions of famous reclining nudes in art along the bottom of the screen were supposed to represent lives. With every death, a statue would shatter, starting with Ingres, then Boucher, and finally Titian. You don't want to try what I was apparently smoking. I stole the mossy wood arches from Roger Dean ( and the sky and mountains from Frazetta ( That last painting is particularly awesome because it also features one barbarian, one breast, and if you kinda squint you can see some vagina. Edgy!

Here's the ladies separated out from the crappy tiles so you can save them to your hard drive without all that other clutter. Oh baby.

Andrew pretty much told me it sucked and to get the hell off his driveway, stalker. I went back to the drawing board because I wanted to not because he told me to. At this time, I felt less enthusiastic about working on a simple remake of Barbarian. I really wanted to make a classic platformer. You know, the games that have the points floating in mid-air, like Commander Keen. If you don't know that game either, you can't be my friend. It helped shape me into the badass I am today. Here's a link for the Philistines:

After some sweat and tears, I came up with this:

I abandoned the swamp location for now, since there are some tricky issues making water tiles that overlap the sprite's feet. I added a skull wearing a Viking helmet and sporting an armored tail, so it picks up a few points in the awesome department. I replaced the classical art with pin-up girls, since the former belongs in galleries and stuff where people can pay to ogle. The little space under the weapon selector was going to be a power meter so you can charge your weapon, or to show upgrade progress or something. I put ink-spill elements behind the HUD because ink-spills are awesome, just watch a SF4 trailer.

Since I was having trouble tracking down Andrew again (seriously, who moves without telling their closest friend), I asked my artsy, movie industry roommate for feedback. He suggested that I add some black into the tiles so they look like they're on the same plane as the sprite. I also asked one of my coworkers at the time for feedback and he suggested I make the left pinup girl's butt bigger. I told him to get the hell out of my driveway, stalker.

Which leads me to:

The Current Version

I have to admit this iteration pleased me greatly. Surely it would join PixelJoint's Hall of Fame and become my highest rated work yet! However, as comments trickled in, it became clear that few people saw the awesomeness I saw when I looked at the piece. My initial thought was that it must have been a coincidence; PJ members are all a bunch of Pokemon-loving, hippie metalheads.  :) While it's easy to dismiss the opinion of that demographic, it would take more work on my part for the piece to achieve the Hall of Fame status it deserved.

This lead me to put the piece up for critique here.

The progressive HUD gathered lots of criticism on PJ. Some said it was unwieldy and didn't match the rest of the mockups. The general agreement seemed to indicate it was too sexy for this world. My philosophy with the HUD was, if it's worth drawing, it's worth drawing big. Few shared this view.

I sketched up two alternatives for a smaller HUD that could float in a corner of the screen.

I'm leaning towards the top one -- it seems more concise and less phallic. I'm planning on rendering it in the same style as the sprites for consistency.

There were several complaints about the tiles being too rectangular. That's an issue easily solved -- I can add more edge tiles for an organic flair to the platforms. Adarias brought up the issue of the similarities in color value between the top of the platform and the background. Would a black stroke be a satisfactory solution? It would definitely separate the two, and it would tie the tiles closer to the sprite style.

The barbarian is awesome and I am closed-minded. He will stay the way he is. For the giant eagle, I'm planning on adding additional detail so it matches the detail level of the player sprite.

This is the one aspect that didn't receive too much criticism. Adarias mentioned demanding temperature shifts. I feel like the background will stay receded as long as the colors remain unsaturated.

My apologies if I didn't address your PJ crit in this post. All the writing is giving this barbarian a powerful appetite.

General Discussion / Vector Art Program Question
« on: January 02, 2007, 08:43:16 pm »
I'm looking for a vector art program that can export animations as sprites (transparencies with alpha channel). I was told Flash can do this, but the alpha is tricky. Does anyone know anything about this, or have recommendations for another program?

General Discussion / New Pixel Adventure Game
« on: December 22, 2006, 09:28:27 pm »
Super Jazz Man explores the fundamental elements of an adventure, unfolding locations with the progression of the narrative while featuring nostalgic low-color graphics. Play through four unique endings!

Download trailer:
Watch it on Youtube:


For more information, visit today!

General Discussion / What SNES game is this from?
« on: November 22, 2006, 05:19:40 pm »

I came across this image in some random web wanderings. Apparently, it's from a SNES game. I think it looks kinda slick, but I have no idea what game it's from. Any ideas?

Sorry if this kind of thing doesn't belong here.

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