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Messages - circuscommando
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41
Pixel Art / Re: [WIP] my pixel works, needs CC thank you!
« on: September 26, 2009, 04:34:02 am »
quick note- most of it is pillow shading, add some dithering, you might be able to cut down the colors on the ground tile as well.

42
Pixel Art / Game WIP Arena
« on: September 15, 2009, 12:05:35 am »
hey guys, my brother and i are working on a game called Arena (name may change if already taken) essentially it's a top-down (or mostly top-down, some were shifted a little to give the viewer more knowledge of what it was) multiplayer shooting game, he's in charge of the programming (and doing a fine job at it) and the game will have in-game lighting.  my job is the graphics, i need to make lots of objects, and a destroyed version of each (since a large idea of the game is destroying everything)  most notable is that i'm not exactly professional, i don't make a sketch before-hand (no tablet and i'm not terribly good at drawing anyway) and each object has mostly black lines around it (which i may leave in the game). thus, a grain of salt that i may not be able to fix everything you point out.  also, there is no color limitation in this game.

i used several images off of google images for references, and i can upload most of them if needed.

cash registers (cash register 2 not broken yet)

weapon pickups (not to scale)

"ifruit" store (font not by me)



thanks for your time!


43
Pixel Art / Re: 100x100 Personal Character Avatar
« on: July 31, 2009, 05:36:35 am »

44
Pixel Art / Re: looking for help
« on: July 31, 2009, 02:52:33 am »
thanks! these are quite helpful, but what i'm looking for is not exactly WIPS, so to speak, but techniques used, the thread Dr. D gave was helpful.  Gil's image provided different types of trees, but i wouldn't know how to go about starting anything like that.  Thanks anyhow guys, when i find the time, i'll restart a tree (until then, this shall be bookmarked.   :)

45
Pixel Art / looking for help
« on: July 29, 2009, 03:11:57 am »
hey there peops!  well, i googled and looked around some, but i couldn't exactly find a nice tree tutorial  i found this but i didn't care much for the style presented, it seemed a tad messy.  something closer to this is ideal (without the floating base.

i was wondering if anyone had an easy step by step tutorial on spriting trees/foliage, anything such as light sources, general shape color limitations, palette. this would be much appreciated, as i really don't entirely know where to start.

this is my attempt, i'm not satisfied with it frankly.



thank you for your time!

46
Pixel Art / Re: [WIP] RTS Medieval Sprites?
« on: July 29, 2009, 12:21:57 am »
the perspective of the archery targets seems a bit strange, the targets are assumed to be facing parallel to the tent, but the targets on them are facing the viewer.  something also seems amiss with the face as well; the lower half being a bit large, perhaps that's just me.

i like the tree's and rocks, you should try and put more variation in them however.

47
Pixel Art / Re: hello there! [noob that wants critisizm]
« on: July 26, 2009, 09:14:27 pm »
unless it's intentional; you should probably lower the saturation, especially on the second piece

48
Pixel Art / dash WIP
« on: July 26, 2009, 09:04:39 pm »


this was mostly a sketch, but the idea is from Virtual On dashing (thrust vectoring).

that's really just the basis, i'm not sure weather to go minimalist, or make it more coherent.  In any case, are there any crits on the anatomy? or anything else? C+C and help are greatly appreciated as i'm not a very good pixel artist yet.

off-topic; MS paint seems inefficient (no layers, no dithering tool, no transparency, etc.)  but i don't want to use Photoshop as it simply has too much.  Does anyone have any suggestions in this regard?

thanks! -DLM

49
Pixel Art / Re: Dreadnought
« on: July 14, 2009, 05:56:51 am »
I love Warhammer 40k, dreadnoughts are pretty damn sweet (have you seen the Witch hunter dreadnought?) something i would add (perhaps later) is shots coming back from the intended target of the dreadnought.

50
Pixel Art / Re: Robot mockup
« on: July 13, 2009, 07:05:27 am »
well another thing i noticed is that the players are pretty far apart, which makes the stage feel pretty empty.




take SF2, they're close enough that the HUD spans the width of the screen, also note the names of the characters and also the win/loss record at top right.  You CAN keep it simplistic as long as it displays the needed information.

King of fighters also:



see how large each character is in relation with the stage and HUD?


as for AA-ing, i can't help too much except give you this link

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