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Messages - Grimsane
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401
Pixel Art / Re: shadowrun SNES homage/remake mockup
« on: May 24, 2012, 10:08:48 pm »
 :D
That open drawer looks like it's missing a side to it, since you can see past into the other side.  In addition, the wall with (what looks to be) barbed wire and the wall with the drawers seem to come together pretty abruptly.  Besides these design and detail issues, the actual pixeling is quite nice.  Nice job :D
and it's not barbed wire either :huh:, its blinds it's indoors, barbed wire in a morgue that seems a little intense :P, thanks for the compliment though ;D and I should get an actual screenshot of the SNES game to show you what my reference was, i was gonna keep pixeling more tiles and props and create the room beyond the blinds but ran out of steam.

You might find some interest in this similar piece: http://www.pixeljoint.com/pixelart/51579.htm
yep I've seen that one, I like it quite a different style, pretty much the same resolution as the original too and this one was pixel'd a fair while before that, i just never really posted it :(

Could use a shadow though!
yeah it definitely could, I could of sworn i did one actually  D:

the angle from where the bottom meets the drawer seems a bit off. This could be due to the lighter blue shading coming really close to the outline though.

fair crit I might actually start working on this a little bit more, I think i stuck too closely to the reference, and dynamics change a bit, iirc my scene is double the resolution of the original game

402
Pixel Art / shadowrun SNES homage/remake mockup
« on: May 23, 2012, 11:17:58 pm »
something i did quite some time ago, that i thought I'd share

403
2D & 3D / Re: low spec experiments
« on: May 23, 2012, 10:59:40 pm »
just messing around with an idea, (yeah the textures are rushed, and tile rather horribly)


have done something similar in the past, which fortunetly i had online (that PC i did alot of art and game design experiments on died and so did my backup..)


i only had basic grid based movement, openable chests, and 8 directional camera rotation, was just messing around.
(and yeah when i was doing it i noticed the character style could easily represent minecraft so i put a reference in, i didn't have any dialog system in, but i intended on having the guards complain about finding him outside the outskirts of the city digging up the terrain and wildly punching trees. as an in-joke)

with the new one i am messing with now, i plan to try out sprites instead of low poly square dudes, kinda like breath of fire 3 or something, but I'm already fearful coding camera dependent view angles etc will be a bit complex, that and I'll need some sprites, but i do have some I've already done in mind, anyway just felt like dumping it here, see if anyone is interested

404
2D & 3D / Re: FC
« on: May 23, 2012, 10:38:21 pm »
whoa I never even thought that combination was possible Gigeresque Chibi/chunky SD
this looks quite amazing, and you really have captured that morbid gigeresque charm, albeit with a level of vividness i would've have think would work so well, hope you are still working on this stuff :y:

405
Pixel Art / Re: [WIP] Game graphics - Reprisal / RTS ...
« on: May 22, 2012, 02:04:29 pm »
whoa nice, got an interesting feel, dare i say Populous meets Sword and Sworcery, definitely looks influenced by them both and not just the former, awesome :D
Edit: playing now whoa nostalgia ;D

406
Pixel Art Feature Chest / Re: Princess Piledriver
« on: May 22, 2012, 01:57:28 pm »
this is amazingly shweet, interesting colour scheme, what colour scheme will the environments be?
and the talk about 2D shaders etc are quite interesting :D

the only game i can think of in recent memory that has pulled off such high quality sprites with fluid animations and fluent gameplay at the same time was the 2nd demo release of iconoclasts, if there are others I'd love to see, but I'm hoping if your concepts get realized they'll be as amazing, they imply they will be already ;D

have you thought much about the format of presentation? camera angle, degrees of movement etc.

real exciting stuff, gonna keep my eyes on it. :)

and am i the only one who noticed the suggestively located heart in rikfuzz's edit? :lol:

407
Pixel Art / Re: random palette pixel doodle
« on: May 22, 2012, 09:24:42 am »
I don't think you overworked the goblin, but his nose is crooked.

Though I guess a crooked nose would be typical for a goblin!

yeah exactly i was trying to push the asymmetry as, and steer away from a proportionally mirrored face, i guess it's the main reason my random face scribble morphed into a goblin :crazy:

I like werebadger, though the lighting of the abdominals in the latest update seem too even. It looks a bit pillow-y. Generally it's coming along nicely!

yeah I was thinking the same, i was trying to define the muscles mainly, but i got the same feeling, i also played with a couple lighting scenarios on that region and it looked a bit shiny, i think i should repeat it with this more subtle highlight tone, and his foreground shoulder is bothering me a tad too, will probably adjust that a bit too :)

and yeah thanks for sharing, that stance on double posting makes sense.

408
Pixel Art / Re: Dungeon Maker!
« on: May 21, 2012, 04:57:20 pm »
this is rad, and yeah the belt looks appealing, might be worth further experimentation.
digging the clarity and readability at such low scale, dig the muted palette too :y:

409
Pixel Art / Re: [WIP] Street scene with dude smoking..
« on: May 21, 2012, 01:39:45 pm »
It's still amazing to look at, I'm compelled to commend RAMENSHOP's on his utterly awesome edit :y:

and that's quite a considerable improvement ErekT

410
Pixel Art / Re: War Badger
« on: May 21, 2012, 01:31:07 pm »
just continuing to randomly pixel... war badger?


Update:

and oh shite only noticed i double posted, sorry  D:
Update 2:

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