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Britchik's HK Workshop (updated 1 April)

@gratheo: Thanks, I'll fix up that shadow problem. But I'm not really sure what you mean on the "fort" walls.. Are you talking about the very last set? That one's still in progress, so I haven't actually finished the wood on it yet, but I don't understand what you're talking about. Forgive me for being a bit dense, but can you be a little more specific?

@Venetia: Thanks for that, I'll work on those highlighted walls.

@samboy: Sure, no problem. I'll be uploading the pieces to the HKCP gallery in the next day or so, hopefully with a few different recolours as well.
 
Small update. I've recoloured the highlighted walls so hopefully they don't look quite so washed out. I've also added a new wall to it, though not all the pieces are there yet. Oh, and I tried to fix up the shadows on the wood in the first two wall sets.
 
Update! I've added a WIP of some new sprite pieces I'm working on. Also working on my first contribution to the aHKCP, a naga. Images are in the first post.
 
NAGA PLEASE!

Indeed. That Naga looks pretty good, although maybe you could change the colours of the template to go a little better with the snake's skin?
 
Ah!!! I love the Naga!!!

You know, Britchik, you've really come a long way since you started. You're kicking ass and taking names, now.
 
The Naga is looking pretty good so far.  I think the shadow area under the tail is a bit strong, and the highlight area is too large.  With the strong highlight, it looks like the tail is sticking straight up and down, flattening the figure.  Just apply the nice scale/pixel texture you have going on to more portions of the tail and it'll look like the tail is curving off into the background. 
 
Thanks everyone for the comments! I will look into adjusting the highlights and putting in a bit more scale texture and see how it turns out, so thanks for the suggestion, blackhand. I've starting working on the front views and the rest of the side views, and hopefully will start shading those in the next few days.
 
@Money: Sorry, I must have missed your comment before. I'm not really sure what you mean though...?

All right, updating again. I've tried to do what blackhand said on the side frame, with less highlight and more scales, though it could probably use some more work. I've also started working on the animated frames. I decided that I really didn't like the animation that the RTP uses, since it isn't really all that snake-like (in my opinion). I want to try to make my own animation that looks more like a slithering motion, but if I get absolutely stuck on the animation I may use the RTP snake just to finish the thing and fix it later.
 
The animation is shaping up pretty nicely, but you may want to taper the figure more towards the bottom.  In the front view, the figure looks a little too thick, more like a slug than a snake.  The side view shows a much leaner tail.  Aside from that, the front view motion looks good.

I did a quick edit of the side view sprite to show you what I meant with the shading suggestions.  It's just a quick and dirty edit with a mess of pixels thrown down, but you can get the idea.

http://www.blackhand.com/rmxp/wip_naga2_edit.png[/img]

By adding more shadow areas, the tail looks like it's receding into the background more.  The very tip of the tail could probably be darkened some more to complete the effect.
 
Thanks for the suggestions blackhand, I tried to include them in this round of editing.

Also, update! I've finished the line art of the naga side view, and though it still needs a bit of tinkering, I'm pretty happy with it. It doesn't look very nice in the sprite sheet but looks pretty neat when it's moving. As you can see, I'm working on the back view line art, and it's being... difficult. Hopefully it won't take me so long to finish as the side views did...
 

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