My first attempt at pixel art AND my first shot on Dribbble :] I know it's nothing "graphic design" related, but since it's what I've been working on recently, I thought I'd upload it anyway.
These are assets for a little game I'm working on in my spare time.
It's the first time I ever tried doing pixel art so any feedback is welcome!
over 2 years ago
I love it. More. Must see more.
Off the cuff, and I'm no pixel art person, I find it odd that you can see the candle glow halo easier on the candle that is in the moonlight than the one in the darkness beside it.
Are those grates in the wall or something on the floor?
The little skeleton and his expression/body language are great :)
I love the expressiveness of the skeleton, the scenery outside the window and the missing bricks. Looking forward to seeing more characters, he (or she) is stealing the show.
@Zachary: Thanks! I'll do my best to show more :]
@Phillip: Thanks for the comment, I agree that the halo should be less visible for the torch in the light than the one the darkness. Right now, both opacities are added to each other and it looks more bright than it should be. Everything is just copied pasted around, so to avoid this kind of effect, I'd need to do specific code in the game to adjust each halo depending of their environment. OR, I may just be careful of where I place each torch ;] Also, these are not grates :\ they are deadly spikes coming out of the floor. I'll try to see if I can make them more obvious!
@Tyler: Thanks a lot :] There might not be a ton of characters but at least 2 or 3 more :]
I thought they were grates. Deadly spikes need to look deadlier. Perhaps some dried blood from past victims...
@Zachary: Good idea, I'll give it a try! It's a bit hard to make them look sharper since they're just 1 pixel wide ;P
I think if you brought them forward or down into the floor in a shallow pit it'd be more obvious that they aren't a part of the wall. Of course, in the actual game, a little parallax between the ground and the wall would go a long way, too.
@Zachary: Another good idea :] Thanks!
This is looking really great and interesting! Can't wait to see more!
I'd say the spikes could use some red pixels on top, and the moon could be less aliased. Also the horizontal line directly under the player could be darker to make it instantly "solid feeling". Similarly with the tiles on top of the frame, they could be darker. Finally, the skeleton character seems to have kinda pointy feet, which works, except his grey outline could do with being flat to the floor. :)
Skull man = rad
Thanks guys! Thanks Harry, I'll keep that in mind :]
red blood on a few of them all the way :) if it's possible, partially insetting them to the floor (maybe you'd have to go a full brick down) might help. Also, making them a little shorter perhaps?
Definitely a tough thing to pull off.
Hmm, you could try putting a few at angles so they aren't perfectly straight. You know, those things bend a little bit after so many bodies have fallen on them ;-)
Want to see more of this.
by Yowan Langlais
I'd like to thank everyone for the comments I received on the previous shot. I really appreciate it! Here's what I changed in this one:
- I made the spikes more obvious (at least I think so) by adding blood and insetting them in the floor.
- I adjusted the torch's halo because of the moonlight from the window (though I don't think I'll be able to replicate it in the actual game).
- I added a bit of details in the chest (as suggested by Andrew-David).
- I added some details like the chains hanging from the ceiling and the pillars in the background. I'm not sure if I'll use them in the game though because the ceiling's height might vary a lot.
- I completely redid the moon to remove anti-aliasing.
- I made the floor line darker to make it look more solid (same for the ceiling).
- I removed the bottom line of each object on the floor.
Obviously, I still appreciate feedback :]
over 2 years ago
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