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Pixel Art WIPs/Small Things Thread

Hi, guys! Please comment on an above post before posting your own stuff.

Jbrist, that looks pretty cool, but you might want to consider eliminating the interior outlines.

Also, MarioSuperStar, that's pretty cool! I actually don't have any crits for you. I like the soft shading.
 

Jason

Awesome Bro

Okay so about 10 minutes ago I decided to do what you said Peri, eliminate the interior outlines, sort of... they're still there, just not black, they're a darker shade of the colour of the item they're surrounding...

Spacey%20Army%20Guy%20New.PNG


How does it look now? old is on the left, new is on the right... I don't think I'll be revisiting it although I'll still accept C&C and use it towards whatever I pixel next... I really want to do something on a larger scale, but I don't know what...
 
This is a sword icon, first weapon icon created for my project.


The way I made it was 2 base colours (Blue and Gold in this case), the outline and 1 of the base colours is mapped out in black, the 2nd base colour filled on the next layer, then the 1st on another, then shine is added, dark detail is added then round edges are added all with black and white at different alpha levels.

This is just the handle of the blade.
 

Jason

Awesome Bro

Nice noise, those look really great, I especially love the guy in the bottom right, he looks cool.

Now for me... last night my brother was playing Portal 2 co-op with his friend, so I decided to pixel Atlas and P-Body, I'm happy with how Atlas turned out, but P-Body seems to bug me, something seems off but I don't know what it is... maybe the legs?

Atlas%20and%20P-Body.PNG
 

Cait

Member

MarioBrotherpipe.png

I was playing around and decided to try the mario pipe, to pixel! (o.o) I don't know how good it is, but (^_^) I don't think it's too bad.

@jbrist Your robots look really interesting, I wish I could pixel curves, but not that good yet. d(^_^)

@noise Those characters look really nice, you did a good job at making them unique. Well, much different than the ones that I've seen!
 
you should try to comment on the above poster before posting your own stuff

@Jbrist
they look fantastic, and I'm not seeing what you are about the legs. P-body has those awkward legs where they go in and out

@Cait
looks great too, but the those last 3 pixels vertically at the top of the pipe, it looks like you've got another piece sticking out.
 
peri your stuff's fucking incredible and you're probably a lot better than me and honestly seeing this spaceship project of yours has been a large inspiration for getting back on the pixel bike if you will.

i think that the tiles eclipse the game sprite, but not in a bad way, in—um—a social way, in that people are so immediately impressed by those tiles that they don't really comment on the sprite—or more accurately, and what i wanted to point out was i think the sprite makes BEAUTIFULLY-colored outlines in a very READABLE way that iconically stands against the more highlyrendered environment.

now Norton, man. i think that these guys are pretty badass and really sound structurally. your characters are very readable (in haven't even played mass effect but i know that these are masseffect sprites because they are instantly recognizeable so awesome job here man).

but your colors could really use a lot of work to help make the characters feel solid. take a look:



i believe that a solid understanding of color contrast is vital in making a character POP.

now first off, don't put your guys against a jeg background like that if you're looking for legitimate crits (and i take it that you are since you're posting on a art forum). removing it was a bitch and almost discouraged me from rocking out with your characters for a while.

you have a LOT of unnecessary little greys in this guy's suit, man—like it was done with a brush or something. i mean the whole COLORCOUNT obsession among pixel artists is mostly a thing of the past, but it's pointless and sloppy to have a bunch colors that lack serious contrast. each color should be used to convey form and light, moreso than in painting or something. in pixel art we have to put a lot of information into a small space, and the contrast between colors is a really important tool to get there. i mostly had to just redraw some of this but my point point is color: the thesis here is  .

yo Alypt this is pretty good man, i really love what you have going on with the boots and legs (i'm speaking in terms of color here: in terms of anatomy she seems like she's leaning forward in an uncomfortable way so i reworked the positioning of the legs just a little): i think it makes a great use of contrast. personally i think that if you let yourself have one more really dark shade you could really give her a lot more three-dimensionality:

alypt.png


i think this is important to always try and make all sprites feel like they POP for the sake of gameplay.

okay so coreball your guy is a bit cartoony and not very much in my style but let me give you this bit of advice bro: when going cartoon, you've got to balls-out stylize or your thing will be thought as just—idk—bland in an MSPAINTerly way (in other words, it lacks any sense of individual style):

coreball.png


to be fair, i ended up just redrawing your guy on my own and I might have taken it a little farther than you might have wanted. but this was really fun so thanks dude. i really like what came out of this.

jbrist your head guy could use a treatment similar to alypts, but i think that the biggest problem in this guy is the face is like all highlight. i mean the reason its a problem is because it seems so white and the contrast is at its strongest here which is something you want to take advantage of in tight spots. in other words, spread out your midtones.

your mariu bros on the other hand are adorable. since they're in such a clearly unique style there isnt much for me to say or do.

mariosuperstar this is really sweet dude. it has a lot of character and is totally right for a mario RPG style. i like the outline a lot.

jrbist dude don't limit yourself to "two shades per color", that's horrible and arbitrary (what you want to do, is if you want a low-color palette kind of thing, is to work AWAY from a common outline color if that makes sense. use your tints and hues and all that and there are hundreds of article on color theory out there). the problem with this robot guy again is the lack of CONTRAST. "but i have a lot of contrast", you say. and to that i say "yes, in your colors, but look at your outline."

your second edit of the guy is a lot better because it's working with this very idea, but you still need more contrast among your darker colors. either more contrast or one at all (as in merge the colors (which brings is back to the outline thing). you don't want to just RECOLOR THE OUTLINE, you want to make it invisible. do not be afraid to let colors really rub against each other and think of how best to use the varying contrasts. a huge part of being a good pixel artist is to be able to see invisible colors in the space between differently-colored pixels.

Cait this isn't a bad start but it feels way too—ehhh—UNIFORM i guess. it's just straight lines and straight dithering. be more adventurous dude! :eek:

so yeah what i came here to post in the first place ( :smoke: ):

opera1.png


is now:
opera2.png


Mainly I'm talking about the character sprites. I included the templatish part and the color palette for anybody who might like to have a go at it. I'm going to try and animate each of these characters individually and avoid the template approach, because i think it's important for your PLAYABLES and your primary antagonists to be of the best quality since we're going to be spend a lot of time looking at them.

the main differences here are the details on Risk (the cop who is now hopefully more recognizeable as such), Leopold (the black guy who got some bling) and the somewhat-not-finished beginning of the game's primary villain. im probably going to take away the cape. again these are all things i'm trying to do in terms of making them stand out as legit characters what do y'all think?
 

Jason

Awesome Bro

Thanks for the tips noise, although I doubt I'll redo anything I've done in here, I'll put it to use with my next stuff (I'm sure I've said this before, but I mean it lol)...

As for your stuff, well I'm actually amazed by the colour pallete you're using, everything has a sandy look to it, but looks amazing, and I love the guy with the top hat, it makes me wish I could do a lot more with the default RTP template, I just can't seem to get anything to work, which is why I always end up creating a template from scratch, but then I get bored of having to rework it all the time, lol.

Something else from me, I've spent the last hour just messing around with a low-count colour pallete (It's actually the NES one, lol) and making some random tiles that I could use to put something together... I'm quite happy with the buildings and paths, but the grass really bugs me, I've never been good at it anyway, but this is just meh... I'm also happy with the shape of the trees, but I obviously haven't coloured them in just yet, and the trees positioning is off, they're not alligned on a 32x32 grid, although side-by-side they're aligned 32px, lol. Height wise was just random...

testtiles.PNG


... I've just noticed as I uploaded it now, the path leading to the inn actually leads to the sign and not the door... don't comment on that, haha :P
 
ahah was about to say the same. A case of the tl;dr I guess :P

The path tile almost looks like a wall because towards the bottom of the tile, the rocks get smaller, and then the shading is closer together. That and some of your shading towards the bottom starts to clump to together (instead of a 1px shade, you have some corners with 2px or a 2x2px)
Also, I noticed you introduced a new shade on the tile at the bottom. Or at least I think you did, unless that was some jpg crap-ing. If it is, that could be part of your problem.
Now I'm definitely not the best pixelartist out there, but I did a bit of fixing to show you what I mean.

just take it as an example
 

Jason

Awesome Bro

Ah yeah I see what you mean, I actually like the fixing up you've done, mind if I just blatantly use that instead? Trying to get something to work right is becoming a pain in the arse, lol.
 

Jason

Awesome Bro

Okay so I've just done a quick 10 minute edit to the trees, adding colour etc. and I think they look pretty good, although I'm not too sure about when they're alligned vertically, it seems they merge or something... by the way, the trees are now alligned on a 32x32 grid so everything is as it would appear ingame...

newtrees.PNG


Also, I'd love if someone would like to take a crack at making me a new grass tile, it'd have to match the style of everything else, and use only the three colours I've used there, not to mention it'd have to be a 16x16 block, lol...

I've got enough blocks right now to be able to make small villages, and once I make some more signs I'll be able to make shops and stuff... I think I'll make a water tile (Not sure if I'll make it an autotile or not... maybe?) and some more floor types, maybe some foliage and whatever else... and I may be on my way to creating a few maps for some random project I'll probably never finish! (Either that or I'll make as many tiles as I can before I get bored and release them for people to use?)
 
noise":2sxr5vs7 said:
peri your stuff's fucking incredible and you're probably a lot better than me and honestly seeing this spaceship project of yours has been a large inspiration for getting back on the pixel bike if you will.

i think that the tiles eclipse the game sprite, but not in a bad way, in—um—a social way, in that people are so immediately impressed by those tiles that they don't really comment on the sprite—or more accurately, and what i wanted to point out was i think the sprite makes BEAUTIFULLY-colored outlines in a very READABLE way that iconically stands against the more highlyrendered environment.

now Norton, man. i think that these guys are pretty badass and really sound structurally. your characters are very readable (in haven't even played mass effect but i know that these are masseffect sprites because they are instantly recognizeable so awesome job here man).

but your colors could really use a lot of work to help make the characters feel solid. take a look:



i believe that a solid understanding of color contrast is vital in making a character POP.

now first off, don't put your guys against a jeg background like that if you're looking for legitimate crits (and i take it that you are since you're posting on a art forum). removing it was a bitch and almost discouraged me from rocking out with your characters for a while.

you have a LOT of unnecessary little greys in this guy's suit, man—like it was done with a brush or something. i mean the whole COLORCOUNT obsession among pixel artists is mostly a thing of the past, but it's pointless and sloppy to have a bunch colors that lack serious contrast. each color should be used to convey form and light, moreso than in painting or something. in pixel art we have to put a lot of information into a small space, and the contrast between colors is a really important tool to get there. i mostly had to just redraw some of this but my point point is color: the thesis here is  .

yo Alypt this is pretty good man, i really love what you have going on with the boots and legs (i'm speaking in terms of color here: in terms of anatomy she seems like she's leaning forward in an uncomfortable way so i reworked the positioning of the legs just a little): i think it makes a great use of contrast. personally i think that if you let yourself have one more really dark shade you could really give her a lot more three-dimensionality:

alypt.png


i think this is important to always try and make all sprites feel like they POP for the sake of gameplay.

okay so coreball your guy is a bit cartoony and not very much in my style but let me give you this bit of advice bro: when going cartoon, you've got to balls-out stylize or your thing will be thought as just—idk—bland in an MSPAINTerly way (in other words, it lacks any sense of individual style):

coreball.png


to be fair, i ended up just redrawing your guy on my own and I might have taken it a little farther than you might have wanted. but this was really fun so thanks dude. i really like what came out of this.

jbrist your head guy could use a treatment similar to alypts, but i think that the biggest problem in this guy is the face is like all highlight. i mean the reason its a problem is because it seems so white and the contrast is at its strongest here which is something you want to take advantage of in tight spots. in other words, spread out your midtones.

your mariu bros on the other hand are adorable. since they're in such a clearly unique style there isnt much for me to say or do.

mariosuperstar this is really sweet dude. it has a lot of character and is totally right for a mario RPG style. i like the outline a lot.

jrbist dude don't limit yourself to "two shades per color", that's horrible and arbitrary (what you want to do, is if you want a low-color palette kind of thing, is to work AWAY from a common outline color if that makes sense. use your tints and hues and all that and there are hundreds of article on color theory out there). the problem with this robot guy again is the lack of CONTRAST. "but i have a lot of contrast", you say. and to that i say "yes, in your colors, but look at your outline."

your second edit of the guy is a lot better because it's working with this very idea, but you still need more contrast among your darker colors. either more contrast or one at all (as in merge the colors (which brings is back to the outline thing). you don't want to just RECOLOR THE OUTLINE, you want to make it invisible. do not be afraid to let colors really rub against each other and think of how best to use the varying contrasts. a huge part of being a good pixel artist is to be able to see invisible colors in the space between differently-colored pixels.

Cait this isn't a bad start but it feels way too—ehhh—UNIFORM i guess. it's just straight lines and straight dithering. be more adventurous dude! :eek:

so yeah what i came here to post in the first place ( :smoke: ):

opera1.png


is now:
opera2.png


Mainly I'm talking about the character sprites. I included the templatish part and the color palette for anybody who might like to have a go at it. I'm going to try and animate each of these characters individually and avoid the template approach, because i think it's important for your PLAYABLES and your primary antagonists to be of the best quality since we're going to be spend a lot of time looking at them.

the main differences here are the details on Risk (the cop who is now hopefully more recognizeable as such), Leopold (the black guy who got some bling) and the somewhat-not-finished beginning of the game's primary villain. im probably going to take away the cape. again these are all things i'm trying to do in terms of making them stand out as legit characters what do y'all think?
Wow, great post! I quoted it because I wanted more people to see it.

Anyway, thanks for the compliments! Yeah, I've been trying to make the sprites clear and readable and less detailed than the environments. The final version of that mockup was here, btw. Incidentally, it's not a spaceship, but yeah, close enough.

I really like your sprites too, incidentally; your colors are beautiful.
 

Jason

Awesome Bro

Yeah, I think I'm going to make the path into an autotile, that way I can make the edges nicer, but first I'm going to focus on a better grass tile I think... and then I'll get around to redoing paths.
 
@Jbrist: that's looking good so far! One thing (besides what's been said) is that you should fix up that door, it seems to blend into the wall tile way too much (especially on the top border). Also yeah nice trees.
 

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