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Pixel Art WIPs/Small Things Thread

The designs are superb, and say... in what timeline your resources were? I kinda liked the guy in baggy pants more ^_^

P.S.: It's modern, and about as tall as a Half-Kaizer.
 
Do you mean what timeline the game is set in? It's 2019 in a fictional island city like manhattan, but with architechture more like London.

And if you mean the "guy" on the left... thats a girl. =] Yeah I know, she's a little butch.

PS: It's 4am... don't expect decent spelling
 
For fun, diff temp (wip).. :wink:
Simple sprite style.. similar/close to golden sun.
WA-Izback.png


Se ya'll next time, i go lurk again.

Fantastic work btw vex :shades:
 

mawk

Sponsor

Yeah, Vex, those are very nice. I like how the outline outside becomes the background on the inside. it gives it some extra depth, somehow.

JD, I've often thought that something HK-size really deserves more than four frames in an animation. six dedicated frames (i.e. not reverting to a standing pose in the middle) usually works nicely. it's totally optional, though, and I understand if you don't wanna do that much scratch spriting.

as for the sprite itself, there are a couple problems with Hayato. the outline is strangely thick around his ponytail and the right side of his hair, and on the topmost fold of his shirt you were kind of wishy-washy with the shading, and it sort of just looks like a dirty line. aside from that, though, they'd look good in with the rest of the game's cartoony style.

Just please please please have the animation something other than bobbing up and down. :wink:
yeah man, remember, you're talking to me here. making his legs shorter by one pixel and calling it an animation is something I'd probably swear not to do if making games was serious business.

the coin thing sounds cool. I can't really picture how it'd work in your standard ff-ripoff battle, but the concept is interesting.
 
VexedEnigma":25jmu1j5 said:
@J.D.Slasha

I really want to crit the shading of those sprites... but for some reason I can see it really working ingame. It's got a cool style to it. Kinda reminds me of flash animation for some reason.... I would say to up the contrast on some parts though, like Hayato's trousers and the lightest shade of Fou-Lu's beads really needs to be lighter or it may as well not be there. Overall though I'm really liking the style and designs. Would be interesting to see what tilesets your using to compliment the style. Oh and Fou-Lu is so cute! [Apologies if he's really a manly killing machine... but he's so cute! :biggrin: ]

Hmmm . . . now granted, this screenshot is SUPER OLD and I'm not really using most of the resources here, but you can expect to see the graphics in my game to resemble something like this:

sample.PNG

I see what you mean, it would be a lot better to see more contrast I suppose. Also, Fou-Lu is actually meant to be quite silly and cute. One of his "abilities" is that in the big thing on his back is alcohol; once he takes a swig of it, he taps into his drunken master fighting style. I'm glad you like him!

mawk":25jmu1j5 said:
JD, I've often thought that something HK-size really deserves more than four frames in an animation. six dedicated frames (i.e. not reverting to a standing pose in the middle) usually works nicely. it's totally optional, though, and I understand if you don't wanna do that much scratch spriting.

as for the sprite itself, there are a couple problems with Hayato. the outline is strangely thick around his ponytail and the right side of his hair, and on the topmost fold of his shirt you were kind of wishy-washy with the shading, and it sort of just looks like a dirty line. aside from that, though, they'd look good in with the rest of the game's cartoony style.

I've thought about changing the number of frames . . . I know I'll be changing it for their battlers . . . still unsure about in games, but it's good to see we're thinking similarly.

mawk, you always have real good advice! I WAS being lazy with Hayato's shirt, and I'm glad you pointed it out because now I'm definitely going to take out the lines. As for the outlines, I'm not sure why it did that, but I think a few pixels here and there taken out would probably fix that.
 
Just a couple of wips for a project I'm working on.



EDIT:

Another WIP for the same project, first time trying my hand at spriting, not sure how well I've done, so I'll welcome any constructive criticism and/or suggestions on how I can improve.

 
Believe it or not using lighter tones won't make it look gray or "less black". Having contrast helps define the sprite's structure. For example:

dd1.PNG


I used lighter tones of black, bordering on darker gray. His hair still looks black, and we have contrast.

EDIT:
Here I recolored your spritework a little.
dd2.PNG


Lighter tones, yet still looks black to me.
 
Thanks for the advice, I'll give it another look. Do you have any comments on anything else, such as the construction of the suit itself? I'm quite happy with his tie, if I do say so myself, but something about the jacket looks a little off, specifically in the arms.
 
J. D.: Nice line work. They look somehow cartoony; the low-contrast palettes make them flat, but it looks more like a stylistic choice than an error. Gives off a Paper Mario vibe, although I don't know if you were going for that (if not, might wanna revisit it). I don't like the way you've shaded Hayato's hair, though. I'd break the highlights up more if I were you and bring out individual clumps of hair.

VexedEnigma: Those are some really slick sprites! I'm very impressed, and I actually cannot think of anything bad to say--the style, palettes, texturing, everything looks stellar.

Ynlraey: Looking nice! Your rocks need more variation, though. They're pretty, but the big, unevenly distributed chunks make them tile really obviously. I'd say make at least 3-4 tiles altogether and alternate them so it looks less samey. You might be working on that, though. The texture is very nice, by the way.



Okay, now I'm gonna leave something. I'm playing around with a new template and want some feedback. The front pose bears some vague relation to 7th Saga's sprites, minus the wonderful perspective, which I cannot do to save my life.



Man, my sprites are really getting more utilitarian with color counts and such. I'm not sure if it's a good thing. Paradigm is certainly flashier.
 

Twirly

Sponsor

Just thought of keeping pixel art a bit active or something :s
Anyway here is a sprite of my visual novel which has been on hold for a while :(
 

Jason

Awesome Bro

You know Twirly you could get rid of one of those colours, infact two of them, since there's like, no contrast between them at all, and they're virtually un-noticable at 1-2x zoom o.O
 
Hi, I've wanted to get into making small RPG sprites for a very long time because I love programming and creating story lines but I am never able to make my own artwork and have to rely on free sprites (which often require giving credit to each artist, making my credits montage last longer than the game itself when I'm making a game that consists of thousands of sprites)... So I decided I would give my hand at pixel manipulation and found the http://www.arpgmaker.com/viewtopic.php?t=51804.0Zephyr template and thought I would give it a go (gotta start somewhere)... I attempted to make Aang (partially because I'm a huge fan of Avatar and partially because he has no hair and I'm completely lost when it comes to attempting to draw hair...). Let me know what I need to work on, what I did wrong on this, where I should go from here, advice on making pallets, or any other advice you may have... Like I said, this is my first attempt so any help would be greatly appreciated.
Aang.png
 

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