Perihelion
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These resources are not for your use. Don't take them. Thanks. :3
New Stuff:
Sprites and tiles for the strategy RPG DeM0nFiRe and I are making.
New idle pose and test sprites for my Paradigm template.
D&D pogs! Based on sketches by the lovely and talented Venetia.
Old Stuff:
Unfinished, obviously. Was supposed to be a kind of cyberpunk Native American, except you can't really tell anymore because the feather went away. The hair was really fucking tedious and took forever, so I lost interest.
My Fuhrer avatar from the January pixel contest.
@__________________@
That's all I'm going to say for this one.
@__________________@
This is a panorama for my game. It loops.
New Stuff:
Sprites and tiles for the strategy RPG DeM0nFiRe and I are making.
New idle pose and test sprites for my Paradigm template.
D&D pogs! Based on sketches by the lovely and talented Venetia.
Old Stuff:
It should be noted that all of my tiles are 16x16 because I prefer them to 32x32 tiles. They're a lot faster to do and give off an oldschool SNES-y vibe.
This was the next thing I made, I think. The water palette is stolen from fool (link); at the time, I was studying his amazing iso castle (link) and trying to figure out how the fuck he did the water. I came to the conclusion that water tiles are really hard.
I posted a walkthrough (link) for the tree on the right a while ago, but if you check it out, please note that it's not an instruction manual, and you aren't supposed to blindly copy what I did, stick it in your tileset, and call it done. It's intended to give you some insight into my art process in case you find it helpful. Also, here (link) is a WIP GIF of the cliff.
Desert tiles I made for the contest back in January.
My most recent bit of tiling. By this time I had sort of figured out how to pixel water, except it took me forever, and I cringe at the thought of animating it. Anyway, this was loosely inspired by the graphics of Star Ocean: Blue Sphere, but I broke the color restrictions a lot, and it ended up not being very reminiscent.
This was the next thing I made, I think. The water palette is stolen from fool (link); at the time, I was studying his amazing iso castle (link) and trying to figure out how the fuck he did the water. I came to the conclusion that water tiles are really hard.
I posted a walkthrough (link) for the tree on the right a while ago, but if you check it out, please note that it's not an instruction manual, and you aren't supposed to blindly copy what I did, stick it in your tileset, and call it done. It's intended to give you some insight into my art process in case you find it helpful. Also, here (link) is a WIP GIF of the cliff.
Desert tiles I made for the contest back in January.
My most recent bit of tiling. By this time I had sort of figured out how to pixel water, except it took me forever, and I cringe at the thought of animating it. Anyway, this was loosely inspired by the graphics of Star Ocean: Blue Sphere, but I broke the color restrictions a lot, and it ended up not being very reminiscent.
Right, well, most of you have probably seen my Paradigm Template (link). These are the sprites I made for it.
A bunch of single frames I made to demonstrate the template.
Agata, arguably main character of my erstwhile project Paradigm Shift, albeit not the player character. She's an albino and one of many genetically engineered people running around, and her brain interprets machine language like a normal person's interprets words. An employee of the UN, she acts as a liaison between baseline (unmodified) humans and the collectives, superintelligences formed from many human minds and/or computers networked together.
One of the two nameless protagonists of Paradigm Shift, although I never actually decided on a character design for the other one, so you don't get to meet him. She and the other guy are the only two surviving, networked, and not entirely insane members of a certain collapsed collective. She acted as a processing node in the collective, and her brain augmentations are so extensive it's impossible to separate her intelligence from that of the computer in her skull. The red thingies are sensors that have replaced her eyes, giving her 360 degree vision in the visible spectrum, UV, and IR. Her arms are actually telescoping metal tentacles, for lack of a better word, and she has a tool hand! There is a picture of her here.
This one is just a random scientist.
A bunch of single frames I made to demonstrate the template.
Agata, arguably main character of my erstwhile project Paradigm Shift, albeit not the player character. She's an albino and one of many genetically engineered people running around, and her brain interprets machine language like a normal person's interprets words. An employee of the UN, she acts as a liaison between baseline (unmodified) humans and the collectives, superintelligences formed from many human minds and/or computers networked together.
One of the two nameless protagonists of Paradigm Shift, although I never actually decided on a character design for the other one, so you don't get to meet him. She and the other guy are the only two surviving, networked, and not entirely insane members of a certain collapsed collective. She acted as a processing node in the collective, and her brain augmentations are so extensive it's impossible to separate her intelligence from that of the computer in her skull. The red thingies are sensors that have replaced her eyes, giving her 360 degree vision in the visible spectrum, UV, and IR. Her arms are actually telescoping metal tentacles, for lack of a better word, and she has a tool hand! There is a picture of her here.
This one is just a random scientist.
These are mostly scraps.
The main character from one of my novels.
Just fiddling around with making templates that aren't Paradigm. I'm ambivalent towards it.
Practicing platformer-style sprites. It's a necromancer, and the claw extends beyond the hand, so it's supposed to be long.
My first attempt at a walking animation. Not great, but I learned a lot from it.
The main character from one of my novels.
Just fiddling around with making templates that aren't Paradigm. I'm ambivalent towards it.
Practicing platformer-style sprites. It's a necromancer, and the claw extends beyond the hand, so it's supposed to be long.
My first attempt at a walking animation. Not great, but I learned a lot from it.
Unfinished, obviously. Was supposed to be a kind of cyberpunk Native American, except you can't really tell anymore because the feather went away. The hair was really fucking tedious and took forever, so I lost interest.
My Fuhrer avatar from the January pixel contest.
@__________________@
That's all I'm going to say for this one.
@__________________@
This is a panorama for my game. It loops.