The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsAt 5/4/13 09:26 AM, busypixels wrote: Hey,
I'm quite new into pixel art, but i have a few years of experience as a designer for web and print, and as a programmer.
Atm I'm coding on my Run'n'Gun Platformer and I'm not really happy with the start of my first tileset...
What do you think about the stonewalls and the stoneplattforms?
Can you tell me some good tutorials on how to draw tilesets? because those i've found aren't really helpfull...
greetings
BP
Hi, I actually really liked the detail in the tileset. The use of a brush to fade out the bricks was an interesting choice that worked well. You yourself touch on the issue of the subject matter, which is a pretty generic theme. With what I've seen, you could either a) develop the current tileset into a medival castle theme by making it more castle-y; or b) take what youve learned and work on a different theme. Like contemporary urban, rural farms, suburbs, government installation, space station. Your imagination is the tool and its all up to you.
Also you are too hard on yourself the Tileset is good, just needs more variety with doodads and things in it.
At 5/3/13 07:07 PM, venom1950 wrote: What do you mean by that? Like what's my role in making this game? If that's what you're asking, I bring story as said.
what is your game about? What are the gameplay mechanics like?
Lately I've been working on background tiles instead of finishing out the main character death animations, of which I so far ...
This one is recent. I havn't finished this tileset yet, but I had enough done to make a mockup. I was particularly pleased with how the stoop and the door turned out, but I will probably make a square door too. I regret not having the atmospheric effects done yet, but I'll probably showcase that when I have it done.
No comment; done for a thread
This started out as an idea from a thread here on NG while I was working on the main character, and I sort of fleshed it out from there. The floor tiles arn't final, and neither is the background. I just sort of put a composition together once I liked how the boss came out.
This is a mockup for a game that may be developed at some point maybe. I am not an artist per-se, so this took me a lot of ...
this one was an early mockup. I realized eventually that with only one person this was to high of a resolution to actually accomplish. Although I do like the style and would like to return to it; but doing animations was extremelt difficult in this resolution so i eventually abandoned it.
Hi, I wanted to post a single thread so as not to mess with other people's threads about important stuff, unless there is a theme thread.
I've been working on and off on a game idea for a survival horror type game, but since I have a whole lot to do and not a huge amount of technical skill, I just do what I am in the mood to do, which is usually art. Of course I need to do more than that, but its the art that keeps me motivated.
I hope this piques your interest, and I am very eager to hear ideas and criticism. If possible I'll try to be prompt in replies.
At 4/22/13 03:57 AM, Araita wrote:
The dude told me that it's for a flash animated series he is working on.
ah. too many pixels for me to take on right now then.
At 4/19/13 11:07 PM, DKSS wrote: Im gonna continue down here: I want the interior of the house with hover tables couches chairs and stuff, I want it to be blue and white or a bright gray.
I could probably doodle up some pixel art style background when I have a minute. Gonna have to second the 'whats it for/why' comment out of curiousity.
If it is built in RPG maker, what is the gameplay like?
At 4/11/13 01:23 AM, JackDGreatest wrote: words and an awesome picture
Much Love. If you could imagine that much from 16x16 pixels then I am happy as can be.
I'm curious, i'll post a request too.
No comment; done for a thread
Link's awakening was the best zelda for me. It had a lot of atmosphere.
Playing it again on my gameboy just recently made me go off on the current tangent i'm on.
General advise in re-topic:
What sets silent hill monsters apart, at least in the original idea (its gone to shit ever since 3) is that the monsters are disturbing not by being grotesque humanoids, but by their inhuman-ness. Nurses aside, but. well yeah it was never all that well implemented.
At 4/5/13 08:58 PM, Rumsworth wrote: having the face with the pucker will definitely scream "GOATSE ABOUT TO HAPPEN".
good point
I made a few changes. I felt that black lines added some depth to the stretched "lips" that was probably only visible to me because i was used to looking at it in 1600x magnification. Then I went and quickly whipped up a composition from some of the other stuff i'm working on.
Yeah, i'll probably have to animate this guy. First have his hands come up and grab the bridge, then his head pops up, then hands read around from behind his head and stretch the mouth. Its a lot, but honestly seeing what would amount to an animated Goatse in 16 bit (or rather imagining others seeing it when not expecting it) would be priceless and awesome. The only issue I have is whether the face pre-opening should be entirely featureless, or whether it should have a bit of a pucker on which the hands would grab onto to... oh well, i'll figure out which is better when I do it.
At 4/5/13 06:13 PM, FNJA wrote:
Yeah I guess so. At least we're lucky we don't have to have those technical limitations anymore.
Agreed. Sorry I hijacked your thread with nonsense by the way.
At 4/5/13 05:32 PM, FNJA wrote:At 4/5/13 05:06 PM, ArkKay wrote: I actually don't view it this way. While I also love pixel art, I love it because it is the "people's medium" so to speak, in that anyone with enough time and patience can become proficient in a large number of styles within pixel art as a genre. (As opposed to having any sort of talent, hand coordination, or complex skills.) These people can then easily mesh art for game making. Or if you prefer (as I do), allows for solo lunatics to toil endlessly on a single game that allows them to fully express their pathos.I think it takes a lot of skill to make pixel art that's universally appealing, but like drawing its as hard as you want it to be. There are amazing artists out there that are flexible and skilled enough to make any style work on it, but like with anything, it took lots of effort on their part. Paul Robertson comes to mind.
don't get me wrong, scaled up pixel art takes an enourmous ammount of practice, technique and skill. What I'm saying is in the 16x16 up to 32x32 limitations, if you can find a dedicated enough person to sit down and learn and toil; then that person can literally be just about anyone. That's why I view it as the people's medium.
At 4/5/13 05:02 PM, FNJA wrote: Actually, is the base from a photograph?
ok ok, the base is the king goron from legend of zelda oracle of seasons.
At 4/5/13 04:45 PM, Rumsworth wrote:
I love pixel art or pretty much any form of art that limits the artist and forces them to work around problems with specific techniques. Also what was the base? I'm not seeing it!
I actually don't view it this way. While I also love pixel art, I love it because it is the "people's medium" so to speak, in that anyone with enough time and patience can become proficient in a large number of styles within pixel art as a genre. (As opposed to having any sort of talent, hand coordination, or complex skills.) These people can then easily mesh art for game making. Or if you prefer (as I do), allows for solo lunatics to toil endlessly on a single game that allows them to fully express their pathos.
At 4/5/13 04:45 PM, Rumsworth wrote:At 4/5/13 04:37 PM, ArkKay wrote:Don't think it was a swipe actually, but now that you mentioned it I'm seeing it. I love pixel art or pretty much any form of art that limits the artist and forces them to work around problems with specific techniques. Also what was the base? I'm not seeing it!At 4/5/13 04:28 PM, FNJA wrote:Regardless of whether or not that was a swipe;At 4/5/13 04:17 PM, ArkKay wrote: Still a bit work in progress, but I started on it when I saw this thread and was otherwise going to post some other stuff i was working on. I call it the triforce of despair.Pixel art, soo good.
well, i mean, its not like its entirely mine, I started with a well known intellectual property as a base. Currently doing the inner mouth an then I'll work on (de?)composition.
Well, if you can't notice it, then nevermind! Just pointing out that it's not entirely my own work. If I've rendered the base unrecognizable then I'm happy. Heres the finished composition for this thread.
At 4/5/13 04:28 PM, FNJA wrote:At 4/5/13 04:17 PM, ArkKay wrote: Still a bit work in progress, but I started on it when I saw this thread and was otherwise going to post some other stuff i was working on. I call it the triforce of despair.Pixel art, soo good.
Regardless of whether or not that was a swipe;
well, i mean, its not like its entirely mine, I started with a well known intellectual property as a base. Currently doing the inner mouth an then I'll work on (de?)composition.
Still a bit work in progress, but I started on it when I saw this thread and was otherwise going to post some other stuff i was working on. I call it the triforce of despair.
I sent you a PM. also in addendum to that, could you show me some of your level mazes so I can get a better idea of how many tiles wide I can make walk-able and how many are walls and so forth.
I'm looking to stretch my legs a bit over the weekend, so I was wondering if anyone is working on any pixel art games of any type and would like some free work done on backgrounds? You don't have to use it, but I'm looking for some inspiration.
All I need to know are:
1) the dimensions or an image of your character/s or game objects that you want to sit within this background
2) the tile size and total number of tiles or total size of the image,
3) sidescrolling/topdown/or isometric,
4) general or specific themes or things you want, the more specific the better.
Can be level tiles, a background for parallaxing, or whatever, just let me know what works for you.
Any such images produced would be also posted by me on my art stuff and would be free under the creative commons license, but you could do whatever you wanted with it.
Outdoors, indoors, sci-fi, conventional, weird, occult, just let me know and give me some point of reference to start. Feel free to post .PNGs or contact me by some other magical method if its totally top secret.
At 12/16/12 09:03 PM, Kofra wrote: I've never read any of his books, any recommendation ?
"Do androids dream of electric sheep?"
LEAD CODPIECES.
In case the .apng issues were a problem, i figured I would just post a static image.
Hi everyone. Sorry it took so long to update, but I've had some personal issues going on that reduced my spare time, namely fighting an unlawful eviction attempt. (I pay my rent)
Anyway. I settled on a four frame animation, I felt that it gets the point across well enough. Although not perfect, I can't really justify continuing to fine tune the geometry. I've went over it over and over and over some more, but I just couldn't quite get it any better. At least i'm happy with this much. Although I would REALLY, REALLY appreciate critique and input.
You can find the walk cycle animation here: http://www.newgrounds.com/art/view/arkkay/tentativewalking
Remember though, that it is in .apng format, so only firefox and chrome browsers will properly display it. The .apng converter I use isn't ideal, so strange artifacts and a missing part of a shoe occur, but the pixels I want you to pay attention to are intact.
On the back end, I mean programming side, I've implemented the walking animation and changing rooms. What I'm planning to do now is implement object sourced light. This is not altogether difficult to do, as I have some invaluable tutorials to look at, its just that I have a lot of things I want to have going on with the environment at different times/rooms, so it will take a while.
ART WORKORDER:
Darkness filter
Additional darkness filter of total black to follow player
Exterior Fog sprites
Exterior Fog filter
Additional Fog Filter of total opacity to follow player
Nighttime Fog and etc
Red Fog and etc (might be shitcanned as unnecessary depending on certain other factors)
Very minor static filter
Moderate static filter
Severe static filter
additional mushroom tracers filter to overlay static filters
Flashlight light source
Flashlight light source as it moves with player
GOALS:
A functional alpha test where the player can travel though the 3 major environments, pick up a flashlight and walk through them again with a flashlight.
Lastly, I wanted to address Lintire's comments point by point vis-a-vis game design, but I thought it would be unhelpful at this juncture. So I will instead point out that I carefully thought about it and I disagreed on several points, refer to my previous post, and make a point of saying that those comments are duly noted and considered, as will anything written here.
I immensely appreciate all input, even those, and perhaps especially those I don't agree with or like. Thank you very much for your time, consideration and input.
actually, that's immensely helpful, thank you.
Sure, I had some issues getting an animated gif posted, but these should be sufficient. At the time I wrote it I was unsure if I wanted to post or not, as I'm missing two frames. The issue i'm having is figuring out how to draw the forward leg going forward. Since I havn't had the hips/ass move at all, I figured I would be forced to do redo all the frames to include hip movement because knees don't bend forward. Unfortunately that's harder to do.