AuthorTopic: Monster Pixels  (Read 4690 times)

Offline Meta|Fox

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Monster Pixels

on: October 18, 2006, 11:40:21 pm
Behold!
Latest Update:


Old:


just a few sprites I'm working on for a game I'm thinking up. (kinda like dragon warrior monsters)
from left to right we have a Scorp(small), a Jello/Blob/Slime(small), a Goblin/Troll(small) and a Larger Goblin/Troll(Medium). Obviously i haven't really thought of names yet so feel free to suggest any.
I'm quite happy with the first 3 but i think the last one really needs some C+C

and some info on the game :D,
The game would work on the bases of fighting with a team of summoned creatures. each team has 6 spaces for these summons (as well as the Summoner (you) who can also fight).
Small monsters (16x16) take up 1 space
Medium monsters (32x32) take up 2
and Large monsters (64x64) take up 4
You can combine these how ever you wish.

More to come! + A Mockup! so C+C away please! :)
« Last Edit: October 23, 2006, 02:40:51 am by Meta|Fox »

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Offline VictorR

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Re: Monster Pixels

Reply #1 on: October 19, 2006, 12:28:04 am
Nice, they have that DW feeling to them. You could of used some more colors though, they look a little plain. The faces on the short and tall guy should match the skin, its very noticeable. Since these are not humans I won't give you any atonomical suggestions because it really shouldnt matter if they're made up monsters. Tell me more about this game, it sounds interesting.

Offline rydath

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Re: Monster Pixels

Reply #2 on: October 19, 2006, 01:08:07 am
cool stuff, but there really is alot wrong about that last one's body language. I'm not much good at pixeling, but here is a quick and dirty edit of a more natural way to hold a sword over the shoulder.

The rest of his body isn't really matching up with that, and of course it's little more than a scribbled outline, but whatever, I hope you get the idea. Also, his lowered arm looks a smidge rigid and makes him look a little uptight.
« Last Edit: October 19, 2006, 01:11:05 am by rydath »

Offline Godslayer

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Re: Monster Pixels

Reply #3 on: October 19, 2006, 01:49:25 am


Anatomical issues, lighting issues, edited. Feel free to take it or leave it.
How long can the floor creak before it loses its voice?

Offline rabidbaboy

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Re: Monster Pixels

Reply #4 on: October 19, 2006, 04:43:59 am
I actually liked the original giant troll better, Godslayer.
It looked flabby and sluggishly lazy.

That said, good job on these, I hope these are for desert levels/maps, because they're colors are really dull.
Hope to see more.
"Baboy" is Filipino for pig.

Offline Godslayer

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Re: Monster Pixels

Reply #5 on: October 19, 2006, 11:55:18 am
If thats what you meant, Fox, then why give him a six pack? Or four pack. Game art is so small you have to really make these things obvious. To me it wasnt obvious, so perhaps the only thing my edit is useful for is the fact that you know what you've made isnt easily readable as ungainly.
How long can the floor creak before it loses its voice?

Offline Meta|Fox

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Re: Monster Pixels

Reply #6 on: October 19, 2006, 11:30:29 pm
OK heres an update, hopefully i've met most of the issues raised

Edit: Added another monster... some kind of magic frog or something ^_^
Looks good?

Quote
You could of used some more colors though, they look a little plain.
Quote
I hope these are for desert levels/maps, because they're colors are really dull.
These are just working colours, in the game all these monsters would have nicer more defined colours. I'll recolour them later when i post the monster "type" pallets.

Quote
The faces on the short and tall guy should match the skin, its very noticeable
Those are masks, but if its not obvious enough i may change it.

Quote
cool stuff, but there really is alot wrong about that last one's body language. I'm not much good at pixeling, but here is a quick and dirty edit of a more natural way to hold a sword over the shoulder.
Quote
Anatomical issues, lighting issues, edited. Feel free to take it or leave it.
Both of the edits you guys did helped me alot i have hopefully fixed the Anatomical issues and the positioning of the arm now look much for comfortable. So thank you for that Godslayer and Rydath. :)

Quote
If thats what you meant, Fox, then why give him a six pack? Or four pack.
Cause i got stupid and tried to make a fat creature muscled...

Quote
Tell me more about this game, it sounds interesting.
When i have a little more time. probably with my next post.

« Last Edit: October 20, 2006, 07:18:08 am by Meta|Fox »

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Offline Meta|Fox

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Re: Monster Pixels

Reply #7 on: October 22, 2006, 05:18:36 am

4 more are done. Faceless Dragon, Skull Knight, Night Terror, Golem
And remember these are just done in a "working pallet" il figure out proper pallets later.
Im not very happy with the Golem at the moment so please C+C.
« Last Edit: October 22, 2006, 05:46:14 am by Meta|Fox »

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Offline rabidbaboy

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Re: Monster Pixels

Reply #8 on: October 22, 2006, 02:27:59 pm
Good job on the updates, I like! ;D

On the faceless dragon, it looks more feminine, is it? And her right leg is on fron of her left, which looks awkward, due to her left shoulder is in front of her right. The skele knight could look more bulky, atm, it looks more like a skele general. Actually, it sounds like a good idea to make a skele knight and a skele general,  ;D

The Night Terror looks like his feet are his hands and his hands are his feet, maybe if you move his head away from the crotch area and a little closer to the abdominal area?

Also, I don't think you have to remove the masks from the ogres/trolls, it was quite clear to me at first glance that they were masks. Though I think you need more comments on that, to know what the majority thinks.

Good luck! This shows good work ethics.;)
"Baboy" is Filipino for pig.

Offline RoboLlama

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Re: Monster Pixels

Reply #9 on: October 22, 2006, 02:49:56 pm
Wow, I can't give much crits but I LOVE these!! Only thing I could say is the new monsters don't look as smooth and polished as the old ones.