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Pixel Art / A tiny study of an Instagram photo
« Last post by daramon on June 16, 2019, 05:24:55 pm »

I'm still very new to pixel art, so this is just for fun and practice. It seems to do the trick, but what am I doing wrong and what could I do better?
General Discussion / Re: [Selection] The Art of PC98
« Last post by CritiqueMyWork on June 16, 2019, 04:34:00 pm »
Thanks for sharing. I really like the motorbike, and the transparent angel wings works very well for so few colors.
The site flat2d that hosts translation of japanese pixel programs has put online an archive of similar images for study, but as a big archive (page here). Hosted images are much easier to study, you can for example pass them to the PJ specs tool for zooming and analyzing colors :
That's an interesting archive, but filled with lots of old and low quality pixel art. Given how many good looking games the system has, it is worth the effort of filtering them. I got these from some zips that circulate over the internet with pictures extracted directly from the games. Needless to say most of them are pornographic, but the art is gorgeous as everybody can see. And I'm still filtering them.

I hope these pictures inspire someone, for my part I hope to learn from them.
Pixel Art / Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
« Last post by Curly on June 16, 2019, 03:12:45 pm »
Yeah I think it looks better now.
I can't avoid focusing my attention on the broken hair outlines but maybe I'm weird.
Hi there!

We're the Modern Rock band INHUMAN from Germany (
and for our next music video (Release: December 2019), we're looking for a pixel artist who can imitate and create assets in the style of Super Mario World for the SNES.

We're looking forward to hearing from you guys!
Write an answer or contact me directly:

Best regards,
Pixel Art / Schoolbag inventory
« Last post by Afelium on June 16, 2019, 09:46:39 am »
I made an inventory for my school-themed game, but something seems off and for sure there's room for improvement. Being a background image, it doesn't have to be too much detailed.
I'm also struggling with the outline.
with outline:

there's some trouble with the BBcode, so I had to post the direct links or else the images wouldnt show, do you know why?
Pixel Art / Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
« Last post by falz on June 16, 2019, 03:59:54 am »
I'm returning to doing more pixel art after having spent a couple months deep into the programming and planning aspect of the project.

The first thing I did was fixed a couple things nagging at me about the Bandit sprite. Like the neck was too thick, the legs too blocky, the arm was too long and didn't have a shoulder? Anyway, Here is my latest revision. At this point it seems inevitable that I'm going to change it some time in the future. Still I think it looks much better now.

old: -> new:
Pixel Art / Re: [FEEDBACK] Shrine Scene
« Last post by leato on June 15, 2019, 09:39:27 pm »
Hiya namelessshadow.  From what I see only two major changes.  First is on the tan/white pillars, you want to break up the square/rectangles with some shading or highlight colors.

The second thing I see is an interaction on the right side with the tree and the background.  The white on the tree kind of gives the illusion of background and no foreground so its creating an odd transition that should just be a break.  Maybe add somehighlight color as a border on the white and the background?  Im not sure of that though.
Pixel Art / Re: run cycle animation
« Last post by Mathcong on June 15, 2019, 08:54:59 pm »
thanks for the great tips 32,

i guess i just think too rationally about animation, like
"this is how arms move, so draw em like that".

hopefully it improved a bit:

No Delivery is a procedurally generated CRPG, pizzeria simulator developed in RPGMaker MV.

It contains elements inspired from roguelites like Darkest Dungeon and Death Road to Canada,
specifically in dungeon traversal, storytelling events, and rolling multiple playable characters. The idea is
that the employees you play as are essentially expendable and as you traverse the world and the dungeons,
despite the permadeath, assets like money, items, and paths unlocked persist for you as an overall business.

The artstyle is primarily derived from it's prequel, which was heavily inspired by Mother 3 + Earthbound, however this
installment attempts to further cement the atmosphere of the pizzeria as some dirty, decrepit, probably
haunted, too-big-to-fail restaurant space.
I'd very much like some feedback concerning visual clarity or whether there is too much noise in
distinguishing the details (like puddles, stains, floor texture, etc.) Each map has a raw image with a
vignette and sometimes a lighting layer on top, so base color values would most likely be affected by the
environment. I'd also like to know whether or not the style leans too much on the Mother 3 + Earthbound style
and aesthetic (from common criticism, solid colors, lack of dithering, etc *not my opinion haha) and whether
or not it can be easily distinguishable from that style.

I'd appreciate any other constructive feedback as well!

Check out the trailer!

You are the newest in a long line of employees for a local decrepit pizza parlor. Despite the rumors, shady
history, and missing persons cases, you sign up for the night shift because it pays slightly more and all the
kids’ birthday parties should have ended by then…
Luckily, it’ll just be a boring job in an empty pizzeria… right?

  • Challenging turn-based RPG combat!
  • Procedurally generated dungeons!
  • High employee turnover rate!
  • Financial management for a haunted restaurant!
  • Business Lingo!

The demo is now available!

Follow frequent development updates!
Twitter | Tumblr | Deviantart
Challenges & Activities / Re: The Daily Sketch
« Last post by pistachio on June 15, 2019, 09:03:12 am »
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