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I made a li'l tank.
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# ? Sep 14, 2016 14:27 |
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# ? Jun 7, 2024 09:36 |
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https://twitter.com/cardamajigs/status/776069552669093888/video/1 this one looks a bit 'ghosty' in the preview, though it might read better in person. figuring out how much animation you can get away with is a challenge with this kind of print edit: Wolf token! https://twitter.com/cardamajigs/status/776432311877394432/video/1 Old Man Mozz fucked around with this message at 15:49 on Sep 15, 2016 |
# ? Sep 14, 2016 15:57 |
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A very early look at a 4 way walk! This was supposed to have the base sprite under it but aseprite messed up with the opacity?? I'm not sure if I'm going to add a pivot to the torso or anything, that might add more work when I do outfits later...
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# ? Sep 17, 2016 00:48 |
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Hi I made a little witchie Okay bye
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# ? Sep 18, 2016 22:26 |
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I'm really not happy with how this is going :\ Edit: poo poo! wrong loop Edit: MORE WORK Shoehead fucked around with this message at 17:03 on Sep 21, 2016 |
# ? Sep 19, 2016 21:46 |
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Shoehead posted:
i've been keeping an eye on this on twitter, and I really really like how it's shaping up! been pouring time into making an energy token for kaladesh, should be ready to go now I hope
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# ? Sep 22, 2016 19:56 |
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Old Man Mozz posted:i've been keeping an eye on this on twitter, and I really really like how it's shaping up! Oh hey you're Modern Modron!! Ooops! These were really fun to do and I really want to fully animate them at some point...
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# ? Sep 23, 2016 14:59 |
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A lady Mage adventurer.
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# ? Sep 25, 2016 06:06 |
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.
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# ? Sep 25, 2016 10:45 |
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Hmm, too many colors for pixel art, I think you have to look at some more tutorials to get a better grasp on it.
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# ? Sep 25, 2016 11:36 |
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Scoss posted:A lady Mage adventurer. These are cool as hell and I really really dig this art style. Little while ago I started working on a jam game with the very broad/vague theme of 'caves' so I decided to start working on a game about a ninja slicing up other ninjas in a cave. I never really got anywhere with it (i've always hated making walk cycles, which is why i tend to make things wiggle and wobble along instead of actually walking) but here's some pixel gifs of walk cycles I'm pretty happy with. I wanted one for each sword state (up/down) as well as for each direction (in front / behind) pro tip: you can hide bad walk cycles easily by covering them up with a heap of particle FX
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# ? Sep 27, 2016 01:41 |
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What do you guys think is the smallest tile size I could make work on a tiny roguelike with a 4-color palette? Is 5x5 possible? With small tiles, is it normal to have a sprite convention like "rightmost and topmost pixels are almost always background color" to ensure some semblance of whitespace?
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# ? Sep 29, 2016 17:04 |
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Old Man Mozz posted:one day someone will launch a better service for them - we are having to get a printer from china to print the cards and they have to be in HUGE orders I will be shocked if you don't sell out the print run. Have seen them reposted in a number of spots.
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# ? Sep 29, 2016 17:10 |
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Nephzinho posted:I will be shocked if you don't sell out the print run. Have seen them reposted in a number of spots. whoah, really? where, if you dont mind me asking :P
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# ? Sep 29, 2016 17:25 |
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I did another one of these before I'm torn from a working PC for an entire weekend. Click for HUGE
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# ? Sep 29, 2016 20:21 |
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Waaay too pretentious with the graphics for my project.. only the whole truck left to do
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# ? Sep 30, 2016 09:33 |
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taqueso posted:What do you guys think is the smallest tile size I could make work on a tiny roguelike with a 4-color palette? Is 5x5 possible? It seems plausible. I'd say you just have to prototype it. Considering the small size it shouldn't eat up too much time even if it turns out to be a dead end. I love your art so please finish that truck.
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# ? Sep 30, 2016 13:31 |
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Scut posted:I love your art so please finish that truck.
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# ? Sep 30, 2016 14:13 |
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Not quite sure this is the best thread, but it does seem to be aimed at pixel sprites: https://github.com/mxgmn/WaveFunctionCollapse Not mine, just thought it was really cool.
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# ? Sep 30, 2016 21:31 |
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Still plugging away at it. Improved Red Riding Hood-alike is on the left. Now has Wolfy and Grandma?! as well.
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# ? Oct 1, 2016 04:50 |
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I'm super new to programming, and I feel like I'm going to have to learn pixel art so that I can make a game that's not boxes and stolen sprites. I downloaded Piskel and took my first whack at it today. @pixel_daily's prompt was "emojis", so I did that party cone thing because I use it all the time: I'm so open to any help you might have.
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# ? Oct 1, 2016 15:37 |
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taqueso posted:Not quite sure this is the best thread, but it does seem to be aimed at pixel sprites: Thats very interesting. Thanks for posting it.
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# ? Oct 1, 2016 15:38 |
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Relaxodon posted:Thats very interesting. Thanks for posting it. It had some discussion on HN I didn't even notice before that they have it working in 3D too:
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# ? Oct 1, 2016 16:29 |
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Scut posted:It seems plausible. I'd say you just have to prototype it. Considering the small size it shouldn't eat up too much time even if it turns out to be a dead end. I couldn't make 5x5 work. I decided to go with 8x8. And it still feels like it will be stupid-hard to make monster sprites. I wanted to avoid making ABCD style alphabet monsters, but I might still have to. Mockup:
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# ? Oct 1, 2016 16:37 |
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taqueso posted:I couldn't make 5x5 work. I decided to go with 8x8. And it still feels like it will be stupid-hard to make monster sprites. I wanted to avoid making ABCD style alphabet monsters, but I might still have to. Nah, it'll be fine if you go stylised. Behold, the scrub-tier level one dungeon crew! Giant rat, skeleton, goblin, and slime.
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# ? Oct 1, 2016 17:01 |
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Fuego Fish posted:Nah, it'll be fine if you go stylised. Behold, the scrub-tier level one dungeon crew! Giant rat, skeleton, goblin, and slime. I wish I could do that many colors. This is for OctoJam, so I'm stuck with 4 colors max. At least I can pick the 4 colors. I considered making enemies 2 tiles tall, but sprites are XORed so there are some complications dealing with the background and I'm not sure I want to / have time to bother with it. e: Those are really nice, I wish I could use them. That empty pixel in the middle of the skeleton really makes it work taqueso fucked around with this message at 18:18 on Oct 1, 2016 |
# ? Oct 1, 2016 18:13 |
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Well here they are using the palette from your mockup image: Less detailed but overall still the same.
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# ? Oct 1, 2016 18:23 |
Still working hard on this game; so much still needs to be done in terms of adding clutter/characters/facing/animations but getting the program set up for it takes priority as soon as I get a few done
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# ? Oct 1, 2016 22:06 |
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Pixel daily today was Castlevania. I've never played it, but I GISed it, and a spoopy graveyard seemed within my abilities.
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# ? Oct 2, 2016 17:06 |
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For a techno artist's competition. Didn't win. However, will use a tweaked version in a game I'm working on.
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# ? Oct 2, 2016 22:44 |
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I made a spooky forest.
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# ? Oct 3, 2016 00:29 |
mrfart posted:
Did you send him a jpeg?
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# ? Oct 3, 2016 04:05 |
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Segmentation Fault posted:Did you send him a jpeg? No, a png, this is from twitter, why?
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# ? Oct 3, 2016 08:45 |
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mrfart posted:No, a png, this is from twitter, why? Your jpg here is all artifacty, which they all are. There's some way to force twitter to post PNGs as PNGs but it generally just converts anything you post to JPG
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# ? Oct 3, 2016 09:50 |
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Noyemi K posted:Still working hard on this game; so much still needs to be done in terms of adding clutter/characters/facing/animations but getting the program set up for it takes priority as soon as I get a few done I love this. One question / critique: Is the background wallpaper a placeholder? Right now, the size and spacing of the squares is creating a visual tension where my eye keeps getting drawn away from the game map because they are of similar weight to game elements.
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# ? Oct 3, 2016 15:05 |
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finished up a graphics package for a local arcade to use through the month of October, pretty happy with how it turned out!
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# ? Oct 3, 2016 15:43 |
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Shoehead posted:Your jpg here is all artifacty, which they all are. There's some way to force twitter to post PNGs as PNGs but it generally just converts anything you post to JPG Yeah jpeg is really pretty horrible for this sort of artwork.
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# ? Oct 3, 2016 19:46 |
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Today's Pixel Daily is turtles. I did Squirtle because I've played too much pokemon go lately. I had a website generate a four color color ramp for me, and I came up with this: Then I realized I wasn't really using the color ramp correctly, so I redid it. Much nicer, even if the blacked out shell isn't so satisfying. I bet working on old gameboy games was hard. Man, tomorrow I might use an eight color color ramp, it feels like it'll be easier. EDIT: hey HEY, just looked at Squirtle's original Game Boy sprite, and man I am REALLY not using color ramps right still. Okay, so that's what tomorrow's for. Bean fucked around with this message at 23:20 on Oct 3, 2016 |
# ? Oct 3, 2016 23:16 |
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Bean posted:Today's Pixel Daily is turtles. I did Squirtle because I've played too much pokemon go lately. you've got the right idea with stopping thinking about them just as colors, and considering their grey values but don't forget tricks like backlights make objects shiny or wet or shading areas that are large and would catch light / shadow, all the gb sprites had shadows iirc, i don't remember if it was a standard circle also dithering will let you blend and get more then 4 colours out of the palette
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# ? Oct 3, 2016 23:53 |
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# ? Jun 7, 2024 09:36 |
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# ? Oct 4, 2016 01:48 |