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Messages - Grimsane
Pages: 1 ... 40 41 [42] 43

411
Pixel Art / Re: random palette pixel doodle
« on: May 21, 2012, 10:04:25 am »
 thanks ;D and that's the host I use, it
s too vast I can't find pixel art on it O:

messed around a bit more during lunch break.

and a lil more just now think i overworked it?


oh and you'll might be interested to know I've persuaded the faculty at my college to allow me to do my current animation assignment in pixels... apparently no student has done pixel animation before. wish me luck :D hopefully i can pull something decent off, might even do a WIP thread on it.

412
2D & 3D / Re: low & semi-low poly modelling experiments
« on: May 20, 2012, 05:15:52 pm »
figured I'd avoid spamming the forums with threads and just put this here.
Robot experiment, using Vertex painting, and a small texture plane for the eye region.

413
Pixel Art / random pixel doodles
« on: May 20, 2012, 04:50:57 pm »
generated a few random 5 colour palettes, picked 2 of them for a 10 colour palette and just doodled freehand.
and i got internet now, like actual plugged in internet, for the first time ever. so figured I'd share, and try participate more.


I challenge/encourage anyone who has the time to try using the same palette  :lala:

hopefully i get some community comments/involvement so i can motivate myself to get back into pixeling more, and keep it fun. pixeling in isolation gets kinda boring and isn't very thrilling :watev:

414
2D & 3D / (semi)low poly modelling experiments (undeadly)
« on: May 15, 2012, 05:14:06 pm »

448 Quads 512x512 diffuse 4-5 hours modelling unwrapping and texturing, no ref, just further testing my freehand anatomy and painting,
tattoos where an afterthought just experimented with creating a simple yet intricate pattern. colour tests from undead pallid to lively peach

feedback would be much appreciated, and feel free to comment i want to know if it is aesthetically pleasing or not.
kinda reminded me of shadow man with les gads, no?

415
Pixel Art / Re: Exploranaut Game Project [WiP] :: feat. mockup
« on: April 08, 2010, 11:46:59 am »
Thanks guys :) glad people are digging the style I've found a primative way of uploading something, my phone's memory stick registers as corrupt on PC so i can't do that bluetooth don't work data cable drivers don't work either hmmm, so i took some snaps with my crappy mobile camera so you guys could take a look at some of the progress, forgive the blasphemy that is uploading images of this poor quality, especially on a pixel art forum...
landing site:

Imporium of fame and curiosity on the city space station Uboreus:

assorted NPC sprites and Gamble frames:


The character now also has a name Gamble
also a rival exploranaut Strife is featured as a hall of fame statue in the space station image, (he is a refined version of what was the original character planned to be the player a year ago when i created him and an unfinished mock up with no real concept besides the name exploranaut)
and also be aware there is interlace banding going on in the shots so there are regions of horizon which are infact just visual artifacting,
been designing the HUD, the landing site was the first iteration, if you can make it out well enough tell me which HP guage you prefer, and that sprite sheet is just a small portion only 2 frames of the 8 frame turn animation are there, its hard to judge from these images but feedback and crits are welcome.



sorry again for the poor quality images, with PC internet being about a month away, and a desire to update everyone on progress i thought this would have to do,hope the images work because it was the only mobile image host that worked for me

416
Pixel Art / Re: Exploranaut Game Project [WiP] :: feat. mockup
« on: March 31, 2010, 08:58:58 am »
Frustration levels are really high at the moment, my phone sucks and keeps deleting everything so I've tried posting this 4 times, having to completely rewrite it everytime.....
So bare with me if it gets incoherent,  I'm still trying because i see it as important to update everyone on What's happening and reassure you all I've not just abandoned or forgotten about this thread or the community on a whole (had some feedback and an edit to post at the time my net stopped),

okay firstly the reason why I've been absent a week, I've had some gripes with my internet provider some rather adverse issues, that they have failed to aknowledge or even attempt to remedy them, due to this and the fact the issue was contributing to that i couldn't get online, and not to mention the outsourced indian customer service who obviously couldn't care less, i cancelled the service, i should if i can deal with the amount of follow up and hassle, be making a complaint to the telecommunications ombudsman, other than that, the culmination of recent events has led to the decision to move into a new place, so I'll be dealing with all that that entails.. And right now i'm struggling to get this darn phone to do what i want it too, i'm posting from mobile if you hadn't already figured that, actually first chance I've had to read the replies too,

okay, now on-topic;

@Jad thanks for clarifying the situation on the page views, now that i know its normal its not as worrying, also thanks for your explanation on why you think not many people have, and i'm pleasantly suprised at the conclusion that my stuff is reasonably solid, coming from someone with a portfolio such as your own thats quite a confidence boost especially with how amateur I consider I am. And yeah that purple diamond eyesore was emitted pretty quickly, it never even made it into the game assets I've been systemattically compiling,

@zez thanks for taking the time to critique, that sheet was mostly experimenting, the mid row with indistinguishable objects in hand was just me experimenting on what type of weapons and items i could do in such a low pixel space, most fall flat and just don't read well, as for the far right, that started as an experiment to see how i could change the look of his armour without just a simple palette change, it was actually the armor of a milatant organisation the player later infiltrates in guise, the overall design of their outfits have changed, I've since adjusted alot and a few things you mentioned have probably been solved but I'll be sure to experiment with your suggestions, and lastly your the first of to perceive his cannon as phallic although i should have seen it as inevitable, in game with the swaying animation and while seen being tilted in the turn transition which i somehow nailed, in game its hard to see any phallic resemblance as It's establshed in 3 dimensions by the time your in that view,


also seeming as i can't upload anything from my phone(not through a lack of trying) I'll give a brief run down on some the assets I've created, some NPC sprites, (including an amphibian alien race with an unnatural obsession with headwear, most everyone will have a different hat or cap or form of headhear, even a Zelda-esque item trading side quest involving hats xD might even open a thread when i get internet back, doing some form of collab attempt to sprite as much unique hats as possible for them :crazy: )
also another NPC worth mentioning is the biologist who later accompanies you in your travels, and gives you a device to incapacitate alien wildlife from the various planetoids so you can capture and bring to him for analysis and suitable compensation for your efforts,  I could keep going on about the concept and ideas, but I'll try not too, also done a multilayered parallax background, and the space ship itself, which Is 80-90% done and no matter how much i redesign usually ends up looking like Samus's smart ship, which i guess isn't inherently bad, has a descending elevator, tried 3 main ideas, steel hydrolic shafts but looked too clunky, some steel tethered cables, and a tractor beam, the latter a are decent, its the wires at the moment, and I've done some other misc tiles and props, would be better if you could see but regrettably seems i won't be able to for awhile,

probably forgot to rewrite some stuff, and sorry if the formatting is horrible hard to do on my phone, also the memory doesn't allow me to store more than 1000 characters so I've had to do write 4 individual txt files through a java app, or i would have lost it all again,..... i need a new phone :roll:

417
Pixel Art / Re: Exploranaut Game Project [WiP] :: feat. mockup
« on: March 25, 2010, 05:09:31 pm »
thanks I'll take all that into account, good points all round.

the mockup itself was really a rather rushed re-colour of my initial GameBoy idea and I now notice I've not taken any of the important factors into making the palette or overall feel, i think i will most likely make a brand new tile-set, and a more 320x240 friendly one to boot.

and thanks for giving me some moral support I really appreciate it, and i know no one is obligated to so thanks and an extra thanks for being the only one to comment on both my threads so far, but i will be patient and just appreciate the replies i do get, actually you've given me some much needed motivation which I'll apply right now! :)

sorry about the 'sulk' just been getting stressed out lately a lot of things happening and a lot of unfortunate events... and seeing the page count on both in the hundreds is a bit daunting seeing [views 276][replies 0] on this one kinda made my sanity implode :sry:, also wasn't much to reply too i suppose  ::) ,thanks for your patience, hope those that read it didn't judge me too harshly, because i did come across as a bit of an ass...  ::)

418
Pixel Art / Re: Exploranaut Game Project [WiP] :: feat. mockup
« on: March 25, 2010, 09:16:13 am »
Update:

here some additional art.

really rough character concept, needs detail refining but I've also left it basic so it doesn't influence the sprites too heavily.


here is a collective gif of most the animations i have, very simple very low frame rate, still very close to the original game boy idea (especially the size) obsolete going to re-sprite at higher res feedback still welcome.


and this is my latest meddling i am upscaling/repixelling them to better suite the 320x240 resolution i am now using.
very wip and alot of minor variation i really need help with the direction, would appreciate ideas feedback on which direction looks more aesthetically pleasing, i have a bunch of arm cannon variations but i decided the one i included was the best all round but it is a tad big  ::)

also would like feedback on colour, i could just go blue all the way but i wanted to include variety of armor (even if they are just recolours)

and yeah it is kinda going in a metroid/megaman direction it seems (arm cannon and armor changing)  ::)

//snip yeah i know sorry just having a hard time with alot at the moment, no excuse though really.

(i did have this edited onto the bottom of my first post a few hours ago but I'm posting seperate now seeming as edits don't bump your thread and i don't want it to be overlooked, hope its not a double posting offence...)

419
Pixel Art / Re: [WIP] Walking hunter
« on: March 25, 2010, 08:15:52 am »
[off topic] Holy Jeezuz that copypasta is awesome  :o!!![/off topic]

its looking decent getting more dynamic, but one thing thats bothering me i think the head is 1px too far forward, quick edit:


and while editing i noticed a lot of inconsistencies in the shading they may have been attempts at lighting and movement dynamics but on a sprite that small that type of detail isn't needed and just looks messy, the hair needs more dynamics applied, the hair in the front view seems effective at glance maybe mimic that.

and the palette O: 101 colours? and only 24 used. what program are you using? in GIMP 2 clicks and its culled back to 24. and adding colours can be done in a click so having open slots for colours is irrelevant.

the front view looks better in the latest iteration too still looks like strong strides but would possibly fit as running or walking if the speed was adjusted in game.

oh and the belt looks a bit bright, especially in the latest frontal view it looks a little like a hoola-hoop or a floating gold flute he is chasing after ???  ie floating in front of the character not around its waist you should keep it synced with the sprite's movement and keep the shading of it consistent across frames,

hope that helps

I'm interested to see how the overall look and perspective of the environment comes out once you get to that stage.

420
Pixel Art / Exploranaut Game Project [WiP] :: feat. mockup
« on: March 24, 2010, 02:42:10 pm »
Quote
//i may start posting some of my game mock up stuff here ow wait rephrase its actually playable i am building it in engine after a mock up actually it won't hurt to post a primitive early concept

the colours are ugly though i reckon, and that background was kinda hap hazard maybe too busy, and the screen resolution is now 320x240, the mockup is GB res, because i was actually making it in 4 colours and 8x8 tiles full GB restrictions but soon just broke away from it. so um yeah some feedback on that will be nice too
copypasted from previous post,
moved here as to Jad's advise and this is a brief description i posted on PixelJoint
Quote
and i am working on a game project, i started with a 4 colour palette wanting to do a original GB style game, but soon found myself going into colour, and seems I have no colour restrictions at the moment but i will possibly create and retroactively impose a colour palette. this mockup was mainly testing my tileset.

I have a set of animations for the main character, well basic and kinda lame but i am working on it, i have a playable build too i am working on implementing features at the moment its just the basic mechanics jumping collisions and such, nothing fancy yet. oh might add that early mockup was still at the GB rez it's now 320x240.

premise: you play as a bounty treasure hunter who flies his starship to locations; ruins, wrecks, ancient dead cities of once prosperous alien races etc. and are given a list of artifacts to recover by your client, if it goes to my plan there will be some RPG elements weapons,handy kit and possible armour upgrades. some loose greater plot elements to tie it together, and possibly some sections later where you are pitted against rival treasure hunters, might work well as multiplayer 'get the treasure first' kinda thing, but i am not ambitious or confident enough to even imply i am going to do a multiplayer mode (unless someone wants to do some net code/or develop a splitscreen plugin for the engine) oh  ::) ramble ramble..

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