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SupSuper posted:There's definitely something unsettling about that combination of puke-green and dirt-brown. Maybe tone down the green saturation so it's easier on the eyes and transitions into the brown better? Also, water level... Oh and I did a quick pixel daily - Don Copal from Grim Fandango. Kinda rough but whatever Aneurexorcyst fucked around with this message at 00:21 on Jan 24, 2016 |
# ? Jan 24, 2016 00:17 |
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# ? May 17, 2024 07:12 |
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Apple Jax posted:Anyone ever make Commodore 64 pixel art? Or know of a good tutorial? https://www.youtube.com/watch?v=Tfh0ytz8S0k If you're a real sticker for accuracy there's also this long write-up. The key attributes to take away for pixel art are: - 320x200 background split into 8x8 cells, limited to 2 colors per cell. - 24x21 sprites limited to 1 color (transparency is a color). - 8 sprites per scanline. It basically favors tile-based graphics or monochrome pictures with color selectedly filled in. Example. You could also use multicolor mode, which was the most common in games. This got you 4 colors per cell (3 for sprites), but reduced the horizontal resolution by half, so each "pixel" is actually 2x1. Edit: Aneurexorcyst posted:Tried a couple of things... https://vine.co/v/iizrzPQzT2j SupSuper fucked around with this message at 00:53 on Jan 24, 2016 |
# ? Jan 24, 2016 00:43 |
Apple Jax posted:Anyone ever make Commodore 64 pixel art? Or know of a good tutorial? C64 palette owns. Actual colour values differed between each machine, the ones on that wiki page are really bad & garish. I normally use ptoing's version, which is a slight edit of the pepto palette You say it needs to "look like" C64, which I assume means you don't need to keep to the strict rules around sprites etc? If so, I'd just work in widepixel and maybe try to limit tiles to 3 or 4 colours max. You can work with a 2:1 aspect ratio in photoshop: I haven't done C64 stuff in years lol
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# ? Jan 24, 2016 03:18 |
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Disappeared for two weeks to work on a Little Awful Jam game. It's a broken mess but the art was fun! I'm back working on tiles again and its so much more chill, holy poo poo.
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# ? Jan 24, 2016 16:17 |
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ah right, awfuljam. here's some 1bit pixel art I made for it http://pizzamakesgames.itch.io/the-view-down-cold-firgun also been trying to turn the initial *programmerart* (is there a smiley for that?) for that zx spectrum inspired game I'm making into something a little more worthy of being called pixel art
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# ? Jan 24, 2016 17:11 |
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I can't Stop
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# ? Jan 24, 2016 19:54 |
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SupSuper posted:This video gives you a brief rundown on how C64 graphics work: This is super helpful, thanks! I've done pixel art before but I know there are a bunch of 'rules' for c64 art. This is a great start. Exclamation Marx posted:C64 palette owns. Actual colour values differed between each machine, the ones on that wiki page are really bad & garish. I normally use ptoing's version, which is a slight edit of the pepto palette And this is excellent to see there are some alternate color pallets to that awful one I found. Thank you both!
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# ? Jan 24, 2016 20:02 |
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I signed up to a couple of these in the hopes that maybe I can get better at this stuff. Just gotta find the time to do it...SupSuper posted:I like it. A bit more footage here: https://www.youtube.com/watch?v=LqClpzSknpo Warning: I'm kinda awkward
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# ? Jan 25, 2016 02:54 |
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Moving on from wildernessy stuff to actual man made buildings
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# ? Jan 26, 2016 20:12 |
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Technically your wilderness is also man-made
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# ? Jan 26, 2016 20:38 |
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So around this time of year people on Tumblr draw themselves as witches. I don't know why it's not around Halloween but whatever, it's Goblin week too which I also enjoy a lot and have to do something for. So here's that: Also I'm still making tiles... wayfinder posted:Technically your wilderness is also man-made
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# ? Jan 28, 2016 14:28 |
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Shoehead posted:So around this time of year people on Tumblr draw themselves as witches. I don't know why it's not around Halloween but whatever, it's Goblin week too which I also enjoy a lot and have to do something for. So here's that: Weird floating water rocks. Looks nice!
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# ? Jan 29, 2016 07:28 |
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Drawing caves sucks!
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# ? Jan 29, 2016 17:38 |
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# ? Jan 31, 2016 12:52 |
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Tileset desperately needs trees but I wasn't quite there with leafs so; Practice!
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# ? Jan 31, 2016 20:42 |
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This is a mockup tileset for a single player game that has a sort of co-op theme. The idea is that there are giant blobs that want to consume your team, and you need to get your team safely out of the blob's territory. You can control one unit at a time, and when you switch away from a unit it will carry out a simple task by itself. The tasks can be things like bracing a door, or firing from an overwatch position. The unit being actively controlled is going to be running around setting up paths to channel the blob away, or battling the blob directly to cause a distraction or weaken the blob momentarily to allow trapped units to escape. The gameplay would allow for a little bit of jumping but mostly I would want the levels to be more about using elevators for vertical mobility. This is using my own version of the expanded C64 palette.
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# ? Feb 4, 2016 02:53 |
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I did another witch for my GF for her birthday And more stuff for my newer tiles, it's starting to all come together, bar some palette tweaks. Some stuff is way more contrasty than the rest. Scut posted:This is a mockup tileset for a single player game that has a sort of co-op theme. The idea is that there are giant blobs that want to consume your team, and you need to get your team safely out of the blob's territory. You can control one unit at a time, and when you switch away from a unit it will carry out a simple task by itself. The tasks can be things like bracing a door, or firing from an overwatch position. The unit being actively controlled is going to be running around setting up paths to channel the blob away, or battling the blob directly to cause a distraction or weaken the blob momentarily to allow trapped units to escape. The gameplay would allow for a little bit of jumping but mostly I would want the levels to be more about using elevators for vertical mobility.
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# ? Feb 4, 2016 23:56 |
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That's a good way to describe the way I wanted to show a balance of considered strategy with the ability for the player to bounce around in action gameplay. I think I'll keep this in mind for when I can do a game collab with a coder.
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# ? Feb 5, 2016 01:24 |
If we're still mocking things up, I wanted to try out my small-palette muscle on some super simple, blockier low-res stuff: Just screams "strategy gam" don't it?
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# ? Feb 5, 2016 15:11 |
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Is it for a strategy game? I like that hexagonal dither pattern on the grass.
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# ? Feb 5, 2016 15:46 |
Yep! I want to do some kind of simple strategy prototype. Not sure how I'm going to tackle it but it should look pretty fun.
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# ? Feb 5, 2016 15:49 |
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Ohhhh this was tripping me out because I was reading the north-south running roof tiles backwards, like there were two wedge-shaped buildings meeting in the middle. You see what I mean? I feel like if one side of that roof is darker than the east-west running tiles, the other side should be lighter. It's not a huge deal though. I've always thought about doing a 2D game with weird impossible geometry like that. The way you use flat-color negative space and then detail it when it meets a different surface to imply texture is cool.
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# ? Feb 6, 2016 00:23 |
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Space rubble to rest randomly in the background of the shmup portions of Temporus.
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# ? Feb 6, 2016 01:31 |
Refinements to my mockup! There's now two architectural styles and I'm doing the unit sprites for each faction. There's 3 units and 3 factions, and each faction also has architectural types associated with it. Noyemi K fucked around with this message at 08:06 on Feb 6, 2016 |
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# ? Feb 6, 2016 07:05 |
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I almost feel like they should have house-roof blue hair, but that might be fire emblem in my head talking.
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# ? Feb 6, 2016 09:31 |
SystemLogoff posted:I almost feel like they should have house-roof blue hair, but that might be fire emblem in my head talking. That's... actually not a bad idea for the Greatsword units, but it's not in the character palette
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# ? Feb 6, 2016 09:40 |
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I feel like I took too long to do these few frames, but then again it's a bit more complex than what I'd ever really do normally. Re-learning as I go, I guess.
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# ? Feb 6, 2016 11:07 |
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I think when it tips down it doesn't pivot as far as when the underside is exposed
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# ? Feb 6, 2016 11:52 |
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That's... odd. it looks fine to me. if anything, I felt the opposite when I was working on it. I rotated the model 10 degree increments for each movement, so I figured it would look about the same? Maybe it's a weird visual eye trick due to the turret. I made some changes to it before I went to bed last night. the shading on the back engine was kinda ehh.
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# ? Feb 6, 2016 19:18 |
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I should mention I have a massive allergy migraine so my perception could be off
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# ? Feb 6, 2016 20:15 |
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I had my first real stab at doing pixel art text today: I also featured it in my latest devlog https://www.youtube.com/watch?v=PjTsloCR9uo
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# ? Feb 7, 2016 04:26 |
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That sproingy dot is v nice
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# ? Feb 7, 2016 07:58 |
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I finished up this character for Grid Gangs that I started ages ago. How was your Sunday?
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# ? Feb 8, 2016 15:18 |
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Aneurexorcyst posted:Would love some feedback for this new level... SupSuper posted:There's definitely something unsettling about that combination of puke-green and dirt-brown. Maybe tone down the green saturation so it's easier on the eyes and transitions into the brown better? It probably looks bad for most people, but I actually really like this color combination. It reminds me of a color mode on GBC / supergameboy when you played a GB game and could pick from different available palettes. Mint chocolate
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# ? Feb 8, 2016 17:31 |
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Yo I hope it's not lovely to ask kind of stupid questions here, but I've been exploring pixel art on my own figuring stuff out as I go along. http://forums.somethingawful.com/showthread.php?threadid=3480211#post402819960 I think that some of my problems stem from the fact that I am just doing it to mess around with it, and dont have a clear goal of what I want my stuff to look like; and right now I'm fine with this because it is just practice for me. My question is this: I have been messing around with the idea of a Minecraft tileset just because it seems like an easy entry point, I am familiar with idea like hue-shifting and such, lighter, less saturated and more towards yellow for highlights and darker, more saturated and more towards blue for shadows - but how do I get my palette to look cohesive? Right now my palette jumps from darks to mid tones to lights, it seems, and when I try to mute the colors, or bridge that gap - the colors become too similar, or muted to the point where I think it's hard to see any real value shift. I know that it comes down to practice, learning to see the values and hues but my main question is just about the amount of colors in my palette? About how many colors should I have? And should I try starting with darks and building up gradually or maybe doing what I am doing now and picking a "dark, mid tone, and highlight" and then trying to fill in the gaps? Maybe give me some tips on making ramps. EDIT: Thinking about it more, I guess it comes down to whatever you are trying to depict - wood is not as reflective so wont need as many colors, right - or am I overthinking it? Devoyniche fucked around with this message at 18:04 on Feb 8, 2016 |
# ? Feb 8, 2016 17:52 |
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Devoyniche posted:Yo I hope it's not lovely to ask kind of stupid questions here, but I've been exploring pixel art on my own figuring stuff out as I go along. http://forums.somethingawful.com/showthread.php?threadid=3480211#post402819960 Your url links to but. Also the link you given doesn't point to your username nor can I find it on that page. I think you meant to do this: code:
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# ? Feb 8, 2016 18:26 |
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So, I'm a bad programmer but I'm even worse doing art. Can you guys point me to some resources so I can learn how to do non-cringy sprites for my demos? Just keep in mind even my stickman drawings are ugly.
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# ? Feb 17, 2016 03:15 |
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Japanese Phone Box posted:So, I'm a bad programmer but I'm even worse doing art. Can you guys point me to some resources so I can learn how to do non-cringy sprites for my demos? Just keep in mind even my stickman drawings are ugly. Yeah I'm in the same boat. I'm a programmer and I need art but I'm bad at it. Hopefully somebody can point us both to some useful baby pixel art stuff. Thing is all this time spent working on art assets and improving my art skill is time I could put into programming more, but my attempts at collaborating with artist friends have always fallen apart over time, so I've kinda got this "just get it done" mentality now. Result is probably going to be lovely programmer-art though
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# ? Feb 17, 2016 16:13 |
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Zaphod42 posted:Yeah I'm in the same boat. I'm a programmer and I need art but I'm bad at it. Hopefully somebody can point us both to some useful baby pixel art stuff. Japanese Phone Box posted:So, I'm a bad programmer but I'm even worse doing art. Can you guys point me to some resources so I can learn how to do non-cringy sprites for my demos? Just keep in mind even my stickman drawings are ugly. Placeholder art is your friend until you're at the point where you can show people what you're doing and they offer their services. As an artist, I know I could work endlessly on my designs but the core of everything I work on is always going to be the code and making the systems work. Graphics are by and large the LAST thing you hash out beyond something workable. I applaud your efforts to program and be an artist, but you should only worry about release art once you're at that point and 99% of everything code related is done. That being said: This always was a good reference for me. Art and design aren't things you just read and learn, you learn by doing and doing a LOT. Try pixel dailies once you feel like you're not terrible, I mean you WILL be terrible, but only for so long.
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# ? Feb 17, 2016 16:49 |
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# ? May 17, 2024 07:12 |
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Just a reminder: if you want premade assets Open Game Art has been commissioning a lot of tilesets, spritesheets, et cetera so people can have free-to-use assets for games. It's all almost all CC-BY licensed (ie: use for whatever, but put my name in the credits), which is great.
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# ? Feb 17, 2016 19:28 |