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First timer to the thread - gif's are cool, aye? Starting to get somewhere with the Christmas update for Jack B. Nimble. Feedback is welcome (and encouraged). Aneurexorcyst fucked around with this message at 09:10 on Dec 10, 2014 |
# ¿ Dec 10, 2014 09:07 |
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# ¿ Apr 19, 2024 22:08 |
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Kmlkmljkl posted:I'm guessing you have to jump over the snow, and use that last bit of ground to jump again? the chaos engine posted:What the heck I know you from twitter! Can Of Worms posted:The background seems to blend it too much with the foreground for me, I didn't notice the snow patch the first few times I saw it. Try making the background darker, or make the foreground elements pop out more (thicker outlines?) Thanks for the feedback, everyone - will be sure to check back
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# ¿ Dec 11, 2014 07:50 |
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I've not messed with the layer positions too much, but made the lines darker and followed some sprite advice from some people over on TIG. I think it's a lot more readable now.
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# ¿ Dec 13, 2014 10:15 |
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Started doing that whole Pixel Dailies thing and created a blog to document what I'm up to... http://pixeldailies.tumblr.com/ Feedback is super welcome
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# ¿ Jan 4, 2015 19:01 |
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zolthorg posted:Don't worry. There is apparently no such thing as copyright infringement for sprites. Or tilesets. That came across a bit passive aggressive... Anyway, started messing about with my last prototype again. Not sure where it's going to go - I started on some lava for the pixel dailies, very WIP, but whatever... ExtraNoise posted:I've never done animation before and I'm trying for a really basic 10-frame walk cycle based on rotoscoping. Is it for a bigger project or just a test?
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# ¿ Jan 6, 2015 09:28 |
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Scut posted:Sweet lava! Very manageable from an animation perspective yet clearly shows it is hot as hell. I'm guessing the 'lavafall' is a placeholder still because it's jarring to the eyes. Maybe make it look almost static? Like it's oozing down. Also the tiles above the lava pool are perfect candidates for steam/vapour wisps to curl around. Yeah, wee vapour wisps would be cool - will look into adding them. Here's my effort for today's pixel daily: I was trying to place both gifs into one image - couldn't work out how to do it - anyone have ideas? Aneurexorcyst fucked around with this message at 02:38 on Jan 7, 2015 |
# ¿ Jan 6, 2015 23:34 |
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Another stab from me for the pixel dailies...
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# ¿ Jan 10, 2015 01:39 |
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Another pixel daily... starting to get more confident, but I'm still clueless on most forms of shading.
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# ¿ Jan 12, 2015 00:18 |
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Chipp Zanuff posted:In relation to the picture, I have a question; in what context is banding acceptable to use/get away with? I noticed there's a few bits in Aneurxorcyst's picture (Bottom lower corner of the head) where (or at least what i assume to be) banding is used, but i don't think it detracts from it in this case. A lot of tutorials i have read up on tell me to basically avoid it where ever possible, so im wondering what others in this thread think of it? Also, my stuff is pretty rough - I imagine I'm doing a lot wrong. I know the feet are particularly messed up lighting wise. ...one a day though and speed is my focus (I'm trying to increase my speed and output for game development). Edit: Pixel daily today... Aneurexorcyst fucked around with this message at 04:01 on Jan 13, 2015 |
# ¿ Jan 13, 2015 01:35 |
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Red Mike posted:I think it's the lack of shadows, unless I'm wrong. I'd try editing it if I weren't at work. Made me feel like I was looking at a magic eye painting for the first few seconds. May as well post this Katamari Prince sprite I did last week...
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# ¿ Jan 21, 2015 07:17 |
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Got back to doing pixel dailies again... well, hopefully.
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# ¿ Feb 5, 2015 03:32 |
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Scut posted:Is that an homage piece? Metal Gear? ...and here's another for today's pixel daily. Ghost in the Shell's Tachikoma. Aneurexorcyst fucked around with this message at 09:05 on Feb 5, 2015 |
# ¿ Feb 5, 2015 05:33 |
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...
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# ¿ Feb 6, 2015 07:57 |
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Orc.
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# ¿ Feb 7, 2015 19:56 |
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A Paul Robertson Taito sprite study using the three games I released in 2014; Watch_Dogs, Jack B. Nimble and Far Cry 4
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# ¿ Feb 8, 2015 01:15 |
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Fellatio del Toro posted:So I've decided I need to stop staring at code all the time and actually make something tangible. This is kind of my first serious attempt at pixel art and I'm really happy with how it's coming along:
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# ¿ Feb 8, 2015 09:34 |
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Had a stab at doing a Genestealer... would love to animate it, but don't have the time
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# ¿ Feb 9, 2015 08:03 |
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Well, I gave it a go...
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# ¿ Feb 10, 2015 07:01 |
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Blood Dragon.
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# ¿ Feb 12, 2015 07:25 |
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Shinku ABOOKEN posted:plus This made my night
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# ¿ Feb 15, 2015 02:52 |
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Muh pixel daily...
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# ¿ Feb 17, 2015 07:13 |
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Whoa, this thread turned hostile. HERE'S SOME OF MY poo poo: /edge
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# ¿ Mar 4, 2015 03:29 |
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Still working on Jack B. Nimble updates. Feeling like I'll be moving onto another game soon.
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# ¿ Mar 13, 2015 07:57 |
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Started working on a new game: https://twitter.com/SeanNoonan/status/585172288846303232 It's still crazy early, but I'm spending every evening on it now
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# ¿ Apr 8, 2015 01:33 |
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Scut posted:POST MORE OF THIS THING https://www.youtube.com/watch?v=XY5KTVA_2ys Until then, my pixel dailies for the week... Think I'll be doing Ludum Dare this weekend... though it's almost the end of tax season.......
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# ¿ Apr 17, 2015 06:35 |
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Chipp Zanuff posted:Really digging the last one, it's really readable for only four colours! It usually takes me days before i get something that i'd even consider submitting/putting up so i usually avoid the dailies. How long does it usually take for you to make/finish one of these? Do you find it helps, I imagine it's sort of like a practice? Time wise, using that week as reference, here are some rough estimates including any time wasted starting over trying to get things right. This could really highlight my inexperience to some of the real artists in here... About 2 hours About an hour (not even joking) About 2 hours About 3 hours (I started out with a really complicated pose - total disaster) - worth stating the scene/backdrop took about 20 minutes And here's one that took me a full evening after work... About 7 hours (and an additional detail, the top down Solid Snake took about 4 minutes) But yeah, I'm really not an artist, but like I said, I think I know when things are "ready" so I just throw time at the issue. With enough time I think even people without natural talent can achieve something good. That's what I hope anyway As an example of what I managed to achieve solo in a weekend - here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=25406 Hope that helps in some way. I totally get that it's hard to know how long things take, I had that problem when people asked if I would do contract work - when I gave them prices and a time frame they went silent Aneurexorcyst fucked around with this message at 04:25 on Apr 24, 2015 |
# ¿ Apr 24, 2015 04:23 |
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Really haven't been pixellin' much lately... maybe it shows (done for the 1 hour game jam) (playable here)
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# ¿ May 31, 2015 15:37 |
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oddium posted:someone watched the vlambeer talk on game feel Internet Janitor posted:Cool minimalist aesthetic. Reminds me a bit of one of my old prototypes: ...I really should finish that update :p Aneurexorcyst fucked around with this message at 07:55 on Jun 1, 2015 |
# ¿ Jun 1, 2015 07:40 |
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Scut, I wish I had some more useful feedback, but I'm not feeling the characters - the environment is awesome, but I can't picture what a style of character would more appropriate. Maybe if it's in motion it'll blend better? Dunno. Sorry I don't have specific suggestions or feedback - feels a bit like a shitpost :\
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# ¿ Jun 6, 2015 18:35 |
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Can't believe I'm still working on this... And a ninja update... https://vine.co/v/ejBwDziOEvE
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# ¿ Aug 24, 2015 02:12 |
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Scut posted:Really sweet UI. Also is this version just for the GBJam!? Nah, I was working on it anyway - it is the reason I didn't join the GBJam this time around. Also, I still feel bad after the failure of my last GBJam game... Poor Bad Cloud
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# ¿ Aug 25, 2015 02:18 |
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Polish pass on first level is done. Diminishing returns confirmed
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# ¿ Sep 1, 2015 06:47 |
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Polish pass on second level complete. Had some criticism for the platforms being too hard to see, anyone else having trouble?
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# ¿ Sep 3, 2015 08:39 |
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the chaos engine posted:It's a bit tricky with Game Boy stuff since you only get 4 colours to work with, but the general approach is to only use the two lightest colours in the background. You're in too deep for that at this point I think, so maybe try this: Give the sprites and platforms an outline in the lightest colour? Yeah, I've had a few people mention the white outlines method, it's been a bit of a trend for modern takes on games with the 4 colour palette as of late, but not one I particularly like. I mean, I didn't really get that many complaints from the game itself, but I get a lot from the GIF's; so if my audience grows (which would be nice) then this stuff could become a bigger issue. So I'm probably just going to ditch the background platforms - to be fair, I didn't have them for every level anyway! A lot of the pixel art in the game is showing it's age now, remember, this was literally my first attempt at pixel art
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# ¿ Sep 4, 2015 01:11 |
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Palooka posted:Do you actually transfer into the background during the game? Naw, it's a one touch game - I did toy with the idea, but it was probably going to add too long to the development time.
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# ¿ Sep 5, 2015 10:59 |
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Besesoth posted:Forgive me for asking, but is the game available anywhere? (e: never mind, it's in your first post in the thread: Jack B. Nimble for iOS) Yes, the foreground elements are intended to add visual noise and difficulty Updated the third level now
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# ¿ Sep 6, 2015 02:09 |
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I've felt really "meh" lately, guess I'm starting to get bored with working on the same game for so long. Did a pixel dailies to get away from it for a bit... Could be better.
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# ¿ Sep 21, 2015 23:07 |
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Shoehead posted:Loop it! Kinda worked...
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# ¿ Sep 23, 2015 00:15 |
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Trying a larger sprite than usual. Ween fans might get the reference...
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# ¿ Sep 24, 2015 00:00 |
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# ¿ Apr 19, 2024 22:08 |
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SystemLogoff posted:I thought that was a woman until I read below your image. Added another colour scheme as well as a couple tweaks to the second level art and attack animations... Edit: Oh, and I also did a Pixel Dailies... It's a Pacman! Aneurexorcyst fucked around with this message at 19:44 on Sep 27, 2015 |
# ¿ Sep 27, 2015 11:58 |