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Wizard Character  -  Avatar Creation [tested in engine]
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Pixel Art / Re: Side-view character; having trouble with shading
« Last post by Mistajaye on November 20, 2019, 03:24:49 am »
HAHA, I think that's a WINNER! Believe it. Excellent form of pixel purrrrfection meow. the Colors and Dithering and Sexy lighting effects does this piece JUSTICE. Cannot wait to see the final Product my Man.

and yeah, definitely a Male IMO could be a Female though, and I was about to say Female at first too Mystery ROFL. But then I double glanced at the chest area and BAM nothing was telling me Female... Now though Maybe She or He was still in their Kiddo years and haven't fully developed I did not know. With that said~ I am curious to see more of the Game Silver!, Could you do us an Honor and leak some more Pics pwease. or e-mail me via ~ if u wanna be discreet and all dat jazz. And I understand if you don't want to at all. At least I tried. LOL that I did. *blushes
Devlogs & Projects / Re: Project: Acenn a 2D Metroidvania Style Game
« Last post by Chonky Pixel on November 19, 2019, 01:37:35 pm »
A quick point on the gameplay front. The "Save Station" looks incredible and the animation is completely gorgeous. However, it does go on a bit. I can imagine loving it the first time I saw it, then quickly getting to resent it as I see it run through for the nth time. I could also imagine avoiding using a save just because I'll have to wait so many seconds to do it.

Metroidvanias happen to be my favourite kind of platform game. Possibly my favourite kind of game. But if I compare the save point in Axiom Verge for example (several seconds) to Hollow Knight (probably less than a second, if you don't want to hang around) or Ori & the Blind Forest (just a long button press) I much prefer the latter two.

But that's an opinion and nothing more, take it with a pinch of salt.

A more objective way to think about it might be putting it in the context of the game. Is gameplay going to be fast and frenetic? Or slow and methodical exploration? If the latter it may make more sense in context. If the former, it may be a bit incongruous.

Anyway, I'll be watching this with interest. Not least because I'm also in the first stages of putting a Metroidvania together. ;)
Hello again!

I'm available for work. I come with news, too!

Buzz Kill Zero was released last Friday, here's its Steam page:
Buzz Kill Zero on Steam
A few screenshots with my tile and background work:
Space Station Walls Planet Buzz Background Layers
I'll post more work when I get approval to share the sprites.

I've been working on a MSX game called Dragorieta, by LUEGO LUEGO Studios, which is still in development. I've been making illustrations for the game, which I can't show you as I'm under NDA, but I can share the title screen I've made:

Anyway, I'm looking forward to hearing back from you regarding your game projects. Cheers!
Portfolios / Re: Professional game pixel artist / animator / special effect.
« Last post by wonman321 on November 19, 2019, 11:24:34 am »
General Discussion / Fix for tile gaps in Unity
« Last post by Chonky Pixel on November 19, 2019, 11:21:35 am »
I suspect a few of us on this forum are using Unity and the Unity tile system for our 2D pixel art games. If you're one of them, and you've come across Unity's propensity to display gaps between tiles, I've added a free asset to the asset store to sort it out.

This is usually a manual process of surrounding each tile in a ring of pixels that matches the edges of the tile. The asset automates it.

I've seen a number of other quick fixes, but they all have inherent problems, don't fix the issue in all modes, or (in my case at least) stop working after a time.

That's all. Enjoy.
Pixel Art / Re: What do you think about those characters ?
« Last post by Xenon02 on November 19, 2019, 02:22:00 am »
Hope I helped! I know I had a lot of criticism, but I really do think they look great, and I especially love the question mark tee on the little guy! They just need a little refining is all.

I was hopping that someone will critique my work :)
I was struggeling with the colors, so this video helped me atleast how can I ("level" down or up those color depending on the light (dark area, bright area))

I tried to make the same color pattern according to your correction (find those colors on my own. It's pretty unfair to use already finished art without struggeling with it :) )
Filling this gap between arm and body is a really good idea (it just look a lot better) + deleting outlines (I was just used to my old works :D)

This is my second attempt (also I fixed a bit this kid, I think it looks pretty decent now.)

and I tried to make this guy look better but I have a filling that his arm is kind a off. Maybe it's just me. I'll try to change it
later, this is just a leak (don't edit it !!!)

PS. I also thought about changing a bit his arm (her is a second version)


I've been designing for game for over 5 years. Your budget is good for me.

Here's my portfolio:
1 bit game:

Send me a message:
Discord: Salt & Pixel#8685
Pixel Art / Re: What do you think about those characters ?
« Last post by SilverBrick on November 18, 2019, 10:32:06 pm »
Here’s a tweaked version:

I think the three main takeaways here are the direction of the light, the volume of the character, and HSV shifting.

Light should always (usually) shine from a specific direction. In your case, it seems to be somewhere off in front of the character, to the right of the canvas; however the shoulders and hair contradict this. If you shade under the arms and the highlight the right side of the hair instead of the left, the sprite looks more consistent so it’s easier to tell what’s going on.

When you shade a character, you’re literally telling your audience “This is the bit that’s in shadow”. If your shading is only one pixel wide (on a big sprite, that is), that suggests that your character is paper-thin, which probably isn’t actually the case. If you widen the shaded area, it gives a better idea of the character’s volume.

Finally, HSV shifting sounds like a crazy technical thing, but it really isn’t. All it means is taking the color of light into account. During the day, the sun shines yellow, so you want your highlights to be yellow-ish, and your shadows to have less yellow (or more blue) in them. Mortmort has a great video on choosing colors that I recommend here:

A few misc things:

I messed with the positioning of the right arm. I think it’s personal preference which you think is better, just thought I’d put it out there.

Always exaggerate colors. They tend to look over-the-top close-up (the skin tones certainly did), but when you zoom out they’ll fit together better. If it still looks bad when you zoom out, that’s when you tone them down.

I continued the pattern on the clothes into the shadowed area. Again, personal preference.

I only HSV shifted the skin and shirt. The hair, pants etc haven’t been done. Then again, the pants are already blue so ¯\_(ツ)_/¯ And of course you have the other sprites.

I noticed an extra shade of blue on the pants, which could be easily replaced by the other one.

I noticed that the pattern on the left and right side of the shirt is uneven, so I went ahead and mended that.

Hope I helped! I know I had a lot of criticism, but I really do think they look great, and I especially love the question mark tee on the little guy! They just need a little refining is all.
No Delivery: Post Development Log (Assets release)

A moment of silence for all the employees lost along the way.

Thanks to everyone for supporting and sharing No Delivery!

Catch the Post Development Log on itchio!
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