Hey guys. Nice work everyone!
I though I could contribute with this old image. Posted it here on the forum before but I updated it so a friend could have it as a background on his computer (with three screens).
It's loose pixel art, just as I like it.
I've started in on doing some character animations for a little roguelike I'm making (screens of that a couple pages back, btw!).
I'm pretty new at this, but so far I'm having fun with it! Comments and critiques totally welcome
Does the character look right on the stage? i know a lot of games will mix the 3/4 view with a profile
view for characters but couldn't tell clicking back and forth though pages.
Also i'm getting mixed tones between the character and stage. stage tells me this game is
serious (nazi signs and all). while the character gives a fun, bouncy feeling.
Assuming this has a serious tone i would recommend something like this.
Does the character look right on the stage? i know a lot of games will mix the 3/4 view with a profile
view for characters but couldn't tell clicking back and forth though pages.
Also i'm getting mixed tones between the character and stage. stage tells me this game is
serious (nazi signs and all). while the character gives a fun, bouncy feeling.
Assuming this has a serious tone i would recommend something like this.
Have fun!
It's going to be a side view for characters, though it'll be a top-down game (not 3/4 view). As for the Nazi symbols, we're going to be swapping those out for iron crosses instead just to make sure it has more universal sales. However, the tone of the game is supposed to be a little lighter than heavy. A kinda gung ho, sci-fi take on Nazi bunker hunting involving SS werewolves, frankensteins, ghost super soldiers, and even Hitler's brain in a jar surgically attached to his dog, Blondi.
I'll see what I can do to even out the tone of the environmental art with the characters. Appreciate the note on that!
Edit: Just noticed the subtle changes to the face (shading, etc) you did. I like that. It's a good touch. Thanks!
Here's something I made for last month's Ludum Dare game competition (things are floating in mid-air)
I also made a never-ending game called Zombie Run, where you play as a zombie killing humans. The humans are based of Zoey and Louis from Left 4 Dead
I wasn't quite sure how to do the angles, so the humans are either walking towards (left or right) or away.
Banging stuff out based on an idea my brother and I had about 10 years ago. Mixed animations, mostly just learning. Never used Photoshop for animation before.
Multiple people made so far with different coloured suits.
Color changes are a result of me using the wrong settings, no problem with the actual work
Actual images should be much smaller, just scaled for posting
played your red and green game, really interesting, what did you make that in? also can you post the sprite sheet? it would be interesting to see what textures are separate and what are together.
played your red and green game, really interesting, what did you make that in? also can you post the sprite sheet? it would be interesting to see what textures are separate and what are together.
Here's most of the sprite strips - it's been a while since I worked on it.
Game engine is Construct2 by Scirra - and I'd highly recommend it. :thumbup:
Some art for a game I was working on with some friends over the summer. Slightly unfinished but I am not sure I will be able to get back to it anytime soon.
Hey guys, I was looking at the art for Hyper Light Drifter, game looks incredible. And I noticed something interesting.
Their dithering pattern seemed really erratic but gave a nice flow and I'm wondering if anyone has any advice in regards to how to recreate a nice and even shading / noise adding technique like that.
As for personal art here's my most recent piece.
A friend and I are working on creating our own two man studio, mostly non-profit for now since we're both students but I'm hoping to use it to break into the industry or to lead to bigger and better things.
Also, I'm doing all my work in Photoshop currently, any advice as to what the "standard" is for drawing in pixel art nowadays? I heard graphics gale has dithering tools and the like but the UI seemed so... outdated.
Also, I'm doing all my work in Photoshop currently, any advice as to what the "standard" is for drawing in pixel art nowadays? I heard graphics gale has dithering tools and the like but the UI seemed so... outdated.
Thanks in advance, keep the great art coming!
If you're in photoshop, there are a few options when turning from full colour to indexed mode- say if you were wanting to create large gradient background fills without having to meticulously paint the patterning in :
I also use a pencil brush with a 2^px black/white pattern for a 50% mix when painting.
Depending on how 'pure' you're aiming [ sticking to limited palettes, not using blending etc ] - this can quickly allow you to mix stuff up.
That was super helpful!
Haha, I would have really benefitted from knowing that when I did this piece for the GOG.com Witcher pixel-art competition (restriction was 300x300 px resolution):
Due to the deadline of the competition I only had one full day to work on this and I still couldn't fix as much as I wanted. I was going to clean up the sky a bit, add some clouds behind and between the mountains and fix up Geralt so he pops a bit more and looks like a playable game character (and fix his noodly legs~), not just an environment prop. And fix the UI... and so on and so on.
Some backgrounds I made for Menewsha.com last month. The last three images are the bg elements with other items I made for the site. I had a lot of fun with the galaxy/nebula piece
I ended up getting a imgur account and it seems to work..
Also on my game its all about collecting nuts and returning the to your tree, if you dont your player gets to heavy and is slower so its harder to make jumps, you have 60 to collect all 22 nuts to make it to the next level.
When you save still images of your pixel work, you're going to want to save either as gifs or pngs to preserve the hard edges. The jpg file doesn't show the clarity of your work that well.
Hey Wishie, what do you use to upload or post your pictures with? Im using photobucket...I tried to directly upload a gif to polycount but it keeps on converting it into a .jpg..
Replies
Made a 16 player online brawler in three days for LD over the weekend, good times.
I though I could contribute with this old image. Posted it here on the forum before but I updated it so a friend could have it as a background on his computer (with three screens).
It's loose pixel art, just as I like it.
I'm pretty new at this, but so far I'm having fun with it! Comments and critiques totally welcome
Does the character look right on the stage? i know a lot of games will mix the 3/4 view with a profile
view for characters but couldn't tell clicking back and forth though pages.
Also i'm getting mixed tones between the character and stage. stage tells me this game is
serious (nazi signs and all). while the character gives a fun, bouncy feeling.
Assuming this has a serious tone i would recommend something like this.
Have fun!
Can you upscale this so it's not pixelated and I can make it a wallpaper?
It's going to be a side view for characters, though it'll be a top-down game (not 3/4 view). As for the Nazi symbols, we're going to be swapping those out for iron crosses instead just to make sure it has more universal sales. However, the tone of the game is supposed to be a little lighter than heavy. A kinda gung ho, sci-fi take on Nazi bunker hunting involving SS werewolves, frankensteins, ghost super soldiers, and even Hitler's brain in a jar surgically attached to his dog, Blondi.
I'll see what I can do to even out the tone of the environmental art with the characters. Appreciate the note on that!
Edit: Just noticed the subtle changes to the face (shading, etc) you did. I like that. It's a good touch. Thanks!
Thanks for the feedback
Just a little something.
I also made a never-ending game called Zombie Run, where you play as a zombie killing humans. The humans are based of Zoey and Louis from Left 4 Dead
I wasn't quite sure how to do the angles, so the humans are either walking towards (left or right) or away.
This is a cool thread, keep up the good work!
Multiple people made so far with different coloured suits.
I refrained from posting as I've not done anything remotely 3d related, but have been doing a fair bit of pixelling.
I need to assemble some stuff as I mostly have bits of things like tiles etc.
A run cycle from a game I'm making to help promote a mates music :
And a huge PNG of one of a few WIP games - click to play it -
Color changes are a result of me using the wrong settings, no problem with the actual work
Actual images should be much smaller, just scaled for posting
Also just mucking around!
And some rocks.
..and the constituent parts :
Stuff
I haven't done too much of this sorta thing, but here's a start!
@Twoflower - is that a game you're working on? Would be cool to see everything moving in those backgrounds!
Some stuff tonight - working on revamping a game I made with a friends likeness :
It involves bouncing vegetables into holes in the floor and demon tentacles.
JohnnySix: not a game, just made them for fun ^^
More stuff
You could easily mock something up these days with canvas and webgl shaders, the mix of sharp pixels and bloom is quite compelling.
Here's a ship going through some upgrade xforms.
spoiler] [URL="johnnysix.net/games/schmup08"]Latest playable beta here[/URL] [/spoiler
My last boring creativ night ^^
What are you think about this piece?
Interesting tool for creating tiles for pixel art.
Delko: haha cool catbuss ^^
More stuff!
this is so cute! im gonna try having a go at some things similar to this
Here's most of the sprite strips - it's been a while since I worked on it.
Game engine is Construct2 by Scirra - and I'd highly recommend it. :thumbup:
Some art for a game I was working on with some friends over the summer. Slightly unfinished but I am not sure I will be able to get back to it anytime soon.
Their dithering pattern seemed really erratic but gave a nice flow and I'm wondering if anyone has any advice in regards to how to recreate a nice and even shading / noise adding technique like that.
As for personal art here's my most recent piece.
A friend and I are working on creating our own two man studio, mostly non-profit for now since we're both students but I'm hoping to use it to break into the industry or to lead to bigger and better things.
Also, I'm doing all my work in Photoshop currently, any advice as to what the "standard" is for drawing in pixel art nowadays? I heard graphics gale has dithering tools and the like but the UI seemed so... outdated.
Thanks in advance, keep the great art coming!
If you're in photoshop, there are a few options when turning from full colour to indexed mode- say if you were wanting to create large gradient background fills without having to meticulously paint the patterning in :
I also use a pencil brush with a 2^px black/white pattern for a 50% mix when painting.
Depending on how 'pure' you're aiming [ sticking to limited palettes, not using blending etc ] - this can quickly allow you to mix stuff up.
Spongebob/Streetfighter crossover:
A dust effect for a skid-stop animation:
A character for an unfinished 2D shmup:
Sup?
That was super helpful!
Haha, I would have really benefitted from knowing that when I did this piece for the GOG.com Witcher pixel-art competition (restriction was 300x300 px resolution):
Due to the deadline of the competition I only had one full day to work on this and I still couldn't fix as much as I wanted. I was going to clean up the sky a bit, add some clouds behind and between the mountains and fix up Geralt so he pops a bit more and looks like a playable game character (and fix his noodly legs~), not just an environment prop. And fix the UI... and so on and so on.
Some backgrounds I made for Menewsha.com last month. The last three images are the bg elements with other items I made for the site. I had a lot of fun with the galaxy/nebula piece
http://www.scirra.com/arcade/addicting-action-games/9745/squirrelnuts
I ended up getting a imgur account and it seems to work..
Also on my game its all about collecting nuts and returning the to your tree, if you dont your player gets to heavy and is slower so its harder to make jumps, you have 60 to collect all 22 nuts to make it to the next level.