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Messages - zez
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51
Pixel Art / Re: [wip] the ruins of Paris
« on: June 08, 2010, 08:30:53 pm »
Hmm... That actually helped a great deal.

I also added a shadow under it to make it look less like a separate object floating in front of the wall (I mean, it IS, but I dun want it looking like that,) and moved the bars to the furthest on either side in a tiny bit to give a slight illusion of depth. Thankee Tourist, that was driving me a little batty.
I think next up is to finish the tileset for ruined buildings, and maybe make some rubble tiles that can hang out on the ground....
Also probably fix up the shading on the enemys (down below in this screen) to make it less pillow-ey, and add in some more (I have concept art doodled up for 2 other enemy's and a partially spited boss, but I have been in tile overload...)
That, and start working on a game engine based loop sequencer, sense I finally managed to get flash to play nice with mp3 loops.

52
Pixel Art / Re: [wip] the ruins of Paris
« on: June 07, 2010, 07:30:21 pm »


Okay.... some more work has gone into this. There is something bugging the crap out of me right now tho.
The balcony railings. Basically, they dont blend in with the building they are attached to. That is semi intentional, because they need to pop out as something that the player can jump on, but they are supposed to be part of the background image as well, and as of such dont really work. I also noticed that adding tuns of the cracked bricks in an area looks pretty awful, but I think the problem there is exactly that. Ill just use them more sparingly well I actually build levels.

So umm... any suggestions on the balcony? I know I need to lower the contrast between it and the rest of the building to make it blend in better, but I also need it to pop, and I have played around with lowered contrast, and it basically just ends up not looking like a possible foreground element. (meaning, it doesnt read as "Oh yeah, I could just jump up onto that and then jump off it to get over here," it reads as "that background image has one more bit of variation... oh hey now Im standing on it, whats up with that?")

53
Pixel Art / Re: [wip] the ruins of Paris
« on: May 28, 2010, 11:56:28 pm »
Man, that ref. is friggin gorgeous. I was kinda tryin to get the general feel of french architecture first and foremost, and figured I could make some more messed up lookin tiles after I had the right overall shape, but that will help immensely.
As for Jad's comment, now that you mention it, the highlight on the bricks does look kinda wonkey. Ill have to fix that, although Im not really lookin forward to edditing some odd 100+ tiles... well, probably less actually, as the roof for example wont need it. Im going for a somewhat minimalistic style, largely just because there are a lot of assets I need to make for this game, and that makes it easier to keep them consistent, and prevents me from spending days on end working on one sprite (I mean, I still end up doing that sometimes, but now I can crank out the simpler stuff.)
That being said, I would still love some pointers on shading, and an edit would be greatly appreciated. Im not really tooo strong on it, as can be noted by the lighting on the bricks, and overall minimalism, so anything you could show/teach me would be awesome.

*EDIT*

That took less time then I expected. Fixed the highlights on the bricks, because after Jad mentioned it, I couldnt un-see it, and it did look pretty wrong. Now they are more consistent, with the highlights being in the top of the bricks... makes a bit more sense.

*EDIT2*
Now the windows are buggin me, Ill probably re add the bottom highlight to them.

54
Pixel Art / Re: [wip] the ruins of Paris
« on: May 28, 2010, 04:22:33 am »

Little bump. I finished one more sheet of tiles, and finally got around to combining them into a strip the game source can handle. This is them in-game, with no enemys or anything to distract. The foreground tiles could probably use some critiquing too, but bare in mind that they aren't actually the correct foreground tiles for this area (also, note, the buildings in this level are a test run, and probably wont exist in that exact configuration in the final level/game)
But umm... thats about what they should look like in game. That is a screenshot of the game running, the numbers in the top right corner are just debug text, and wont be there later, although there may or may not be a hud over there (Im kinda unsure on how I want to do the hud. I could do it up there, or in the bottom, or divided and in both like a fighter, or I could just opt too not use a hud at all and have health bars appear over the player when he takes damage and fade out of existing when he's not taking damage. Thats currently how health works for enemy's, and how the players powerup meter works. I could also just have whatever relevant text like combo's and exp, appear onscreen when needed, and float off it or fade out or something... just make the whole game mostly hudless but with relevant data being displayed as needed... Any thoughts on that would also be appreciated, actually...)
But yeah... thems some tiles, making some houses.
Sorry this took so long to update, I recently moved, got a new job teaching autistic children, and snagged a new (well, actually out of production hand made in the early 90's) Edwards Les Paul (Thats a ridiculously awesome guitar, for the laymen,) and my girlfriend got a long weekend, so I haven't really been workin on this much lately.

55
General Discussion / Re: THE TAO OF PIXEL ART : An interpretation
« on: May 25, 2010, 01:32:50 am »
I disagree, however I am likely wrong.
I believe it was the great philosopher Playdough who said it best with
"Nietzsche sagt gott ist tot; Gott sagt Nietzsche ist tot."

56
Pixel Art / Re: Some new stuff
« on: May 23, 2010, 04:57:16 am »
Your latest one is a VAST improvement :y: :y: :y:.  (Thats right, I have three thumbs,  I dont make fun of your birth defects, so leave mine out of this.)
I really like the tiny one, its dead on. Both manage to look feminine without moving over into the sleazy department.
My critiques on the second are pretty basic, and shouldnt be to hard to fix.
1. The face could really do with some more shading, or a more muted skintone. I would honestly go with both, maybe shift the color a little bit further towards yellow and gray, and add some highlights (mind you, dont make it yellow and gray, just move in that direction a smidge from the color you have.)
2. The pose is a little bit awkward. I feel like maybe if you moved her stomach a little to the left it would do wonders on it, and Im kind of unclear if she is facing towards me, or to the right. The line between her right arm (well, my right, her left I guess) and the torso suggests she is facing to the right, along with her foot, but the rest of her pose and the proportions are dead on looking right at me. You could probably fix that a little with some well placed shadows, but really you want to work on the overall form, and make the furthest away points scaled down a tiny bit.
3. Her pony tail defies gravity. Im assuming that is a pony tail, although Im not 100% sure. If its hair flapping in the wind, it should be a little more exaggerated, and going up higher, otherwise, it needs some gravity applied to it. Right now, it looks kind of like she jelled it straight back, and thats a little confusing.
Otherwise, this is awesome. You have come really a long way on this in not a very long time, so my fourth thumb goes up to you  :y:(dont ask.)

57
Pixel Art / [wip] the ruins of Paris
« on: May 22, 2010, 10:16:35 pm »
Ill probably get a screenshot of these in game at some point, once I reformat the sheets to actually work with the rest of the game engine, but in the meantime, here you go

So, these are some tiles Im working on for a game me and some other people are making. I haven't really tried my hand at making tiles prior to this, but Im pretty happy with how they came out. The game is set in Paris, after ww3, with the city having kind of sort of survived a nuclear blast.
The first set was inspired by some photo's of Hiroshima, where silhouettes were burnt into walls after the blast. I thought that was kinda neat, so I figured Id make some tiles like that. The second set is basically just for building houses and such. The architectural elements were inspired by buildings in Paris, obviously, and the pallet was inspired by a bunch of shots of Chernobyl and the peace building in Hiroshima.
These are all for the background, on the same parallax layer as the player, and will be non colliding. They are 16x16 tiles... lesseee... There will be a layer in front of this one that has all the platforms and such, and will include things like planter boxes for the windows that you can jump onto (contra style jumping, where you can come up from under it, and then land ontop, probably with some fake Z sorting so I can put bars and such infront of you once you have passed the top of them, but you are still infront of them well jumping through...)
So.. yeah. Any recommendations on these?

58
Pixel Art / Re: Some new stuff
« on: May 13, 2010, 09:28:55 pm »
so umm, as a 24 year old man who has done a great deal of staring at tits (er, research, yes... research, thats what I was diong...) I think yours would benefit from some gravity. Boobs tend to hang down a little bit and form more of a teardrop shape, as opposed to just being flat at the top and bottom. Obviously you dont want to go overboard with it, or you will end up with sagging D cups, but give them some sort of downwards slope. Also, this is less a direct breast comment, but applies pretty well. Things closer to the viewer tend to be larger, your posture suggests (for the most part) that the backside of the characters are slightly closer to the viewer, but the features dont reflect this (the best example I can find, is in your previous female, this one --> where her nearest breast is actually smaller then the furthest.)
Anyhow, take this with a grain of salt, my pixel skills are sub-par at best, but I figured it could help out.

59
General Discussion / Re: THE TAO OF PIXEL ART : An interpretation
« on: May 10, 2010, 05:33:20 pm »
Now, let us further study this with our analytical minds so that we may come to some sort of understanding.... ::)

60
General Discussion / Re: THE TAO OF PIXEL ART : An interpretation
« on: May 02, 2010, 07:59:10 pm »
The first bit is a little tongue in cheek, and is basically philosophy for round eyes. One of the more common mistakes made in interpenetrating Taoist  and by proxy zen writings, comes from not catching the significance of the word 'Mu' and frequently leads to people either totally missing the point or using it to reinforce nihilist beliefs and/or general ego masturbation. That was also a direct quote from the principia discordia, as it seemed important. Mu, btw can be literally translated to no-thing, but rather then meaning literally that the answer to the question is nothing (generally done either too reinforce nihilism, or used to reinforce some sense of understanding of a deeper untranslatable meaning,) is actually a reference to the question itself holding no meaning or information.
The second part was actually literal truth. I did get an emotional reaction and impression from your work. If you WANT to take that to mean that art is purely in the eye and soul of the viewer, you could. If you want to take that to mean that someone unconsciously (or consciously at times,) puts a part of them self in everything the create, and that in itself makes it art, you could take that meaning away from it as well, however I wasnt actually making either statement, and was simply expressing my personal reaction to the piece.

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