Hello all!
I'm on several arcade related forums, and usually go by
Softdrink or
Softdrink 117. I'm a huge fan of 2D shoot 'em ups (shmups), with a decent handful of arcade 1CCs and some relatively good scores in a few games. I'm a very active member of the community at shmups.system11.org, and I'm part of the staff of STG Weekly, a webseries focused on shoot 'em ups which has recently branched out into live commentary, live broadcasting from gaming events, and public demonstration.
I've recently been inspired to work on a vertical shooter of my own as a personal project. For various reasons, I've decided to try making at least some of the art assets myself. However, I don't have any experience with pixel art -- so I figured I'd come here and ask for some help.
This will probably turn into a worklog of sorts for the game's art; however, my updates will likely be sporadic at best given my busy travel / work schedule.
The sprite that I chose to start with would represent the player's ship. It'll be very distinct in style compared to the enemy vessels. It's based on a newer version of a design that I sketched on paper a couple years ago, and made a vector image of a few months back for fun.
Spoiler for large non-pixel illustration Flickr did a terrible job of resizing this -- artifacts everywhere. Ugh.
The first version (and 2P side colors, just to show the color scheme I plan to work with for the 2P variants). Posted this on twitter and got some
very useful feedback from ptoing and some developer friends of mine. ptoing also suggested that I stop by here -- thanks man!
Based on feedback from the above (particularly comments about using too many colors and the design being too front-heavy), I made this.
Then I realized that the shading doesn't make as much sense as it should, and overcomplicates the image. So I switched to front/overhead lit, and made this, in "clean" and "weathered" versions.
At this point, I'm kind of stuck. I think that the engines are still pretty noisy, but I'm not sure how to reduce the noise level while maintaining detail. I'm also not sure that there is much "style" to it yet -- it feels kind of plain. The weathered sprite was an attempt to remedy the plainness, but I think it makes things kind of noisy and lowers the effect of the new shading.
I'd really love some input on how to improve this!