It feels like my pixel art style kind of evolved a bit overnight! xD
I’m pretty happy with this, but it’s by all means not done yet. I realize that I’ll have to keep an extra mind about contrast when I create more detailed stuff. It might be a good idea to create some simpler floor tiles for the cavern…
I’ve got some cool buildings coming up next. Stay tuned!
Also; creating detailed cavern auto-tiles is both quite wonderful and frightening at the same time.
Game Character Hub is the ultimate program for creating and editing 2D game assets. It provides a built-in generator for character and tileset creation. While the program was made to be compatible with RPG Maker XP, VX and VX Ace, the elements found in the program should work with other 2D game engines as well. RPG Maker assets are for RPG Maker use only.
With Game Character Hub, you can easily create characters by choosing generator parts provided in the program. Simply select a template, add items and you’re done! You can also create your own custom templates and parts. Note that almost the same logic applies to tilesets, so it doesn’t necessarily need to be characters!
With Game Character Hub’s flexible layering, you can easily customize parts according to your needs; such as changing the opacity, renaming, merging and deleting parts to name a few.
Game Character Hub’s Preview window lets you see whats going on without having to stop what you’re doing! You can pause the animation and change different settings such as the animation speed, background color and even zoom! You can also set custom animation previews with the Animation Management feature. Useful if you want to see if your Autotiles or Behaviour poses seamlessly transition to one another!
With Game Character Hub’s palette editor, it’s easier for you to create your own palettes and change values. What’s more is that you can generate palette colors from all visible layers or specific ones. Great for finding the colors you need!
Tired of manually merging tile sheets on your own? Game Character Hub has a built in tileset merger to save you the work!
Game Character Hub allows you to easily convert your character assets for different RPG Maker engines.
Other features include:
Flexible GUI Layout: Change the layout of the program to your liking!
Expansive History Window: Easily undo and redo artwork at any point in time during development.
Hussie: the next date will be final. Also hussie probably: I said release date. The working release date will be announced on an announcement day which will also be announced/postponed
We’re sorry to announce that Hiveswap has been rebooted a second time and will be postponed as we move toward a new style of art direction. The original 3d and 2d assets will be discarded as they’re, unfortunately, incompatible with this new 1D approach.
Yo! Here are some floor tiles I recently made that are inspired by REFMAP/MACK and RM2k3’s RTP (same as the wall tiles that I posted recently). They’re simply 16-bit tiles that have been scaled up to fit a 32x32 grid. I had RPG Maker VX/Ace’s grid-size in mind when I created these. All of the floor tiles loop, of course.
You are free to use these tiles for your game(s), commercially or non-commercially, if you credit me as “Luiishu”. Please, for the love of mangoes; do NOT claim my graphics as your own and do NOT go out and sell them, or something silly like that!
As always, I’d love to check out your game if you decide to use any of my resources! :)
Thank you for taking your time to read this! As you probably may have noticed, English is not my native language. If anything feels unclear or if you’ve got any questions; feel free to let me know!
2D game asset development is all about sprite sheets! Our team uses Photoshop to create pixel assets for Wand Wars. The built-in animator is a sweet tool-set but it lacks a way of exporting to sprite sheets.
Screenshots, and then a bunch of concept art I did several months ago for “Interspeller”, a silly/creepy game I made with a friend about an intergalactic exile searching for their lost cat on a planet of unfamiliar words. It’s 2D layout, with 3D assets and animation.
There is no English in the game except for the instructions at the beginning. All spells and actions must be said in the game’s alien language in the right grammar/syntax order for them to be used, and for more of the world to be uncovered– it’s a bit of a puzzle-adventure modeled after old school typing games!
Mane6 is currently looking for a 2D
background artist contractor with 3D experience and excellent digital
illustration skills to help make Them’s Fightin’ Herds a reality.
As a contractor for Mane6, you’ll work
with a passionate group of artists, designers and developers located
around the globe on a 2d fighting game for the Windows, Mac and Linux
platforms over the project’s life, with emphasis on the next sixteen
months. (Duration might be shortened or lengthened according to project
Responsibilities include partnering with
our core development group to assess the creative needs of the game
project, as well as to create and implement 2D and 3D background assets
for use within the game’s engine, at the highest standard of quality.
At least one year work experience in creating background art and design for videogames, or in a related work field.
Strong knowledge of Autodesk Maya (Autodesk Maya 2009 preferred).
Strong proficiency in digital illustration (Vector and bitmapped)
for game assets, including backgrounds, props, characters and decorative
Ability to work with an established art style.
Excellent communication skills.
Self motivated, with a strong work ethic, and self-imposing standards of the highest work quality.
Proficient layout design ability.
Ability to work well within a cross-discipline team in a dynamic, iterative setting.
A passion for creating and playing videogames.
Strong knowledge of the Adobe Creative Suite (with focus on Adobe Photoshop and Adobe Flash).
Working knowledge of Zbrush.
General knowledge of fighting games.
Proficient ability to work with UI/UX a huge plus.
Ability to work within hard and short-term deadlines.
Ability to take and respond favourably to frequent feedback, including multiple revisions within a short time period.
If you wish to apply for this
position, please e-mail us to firstname.lastname@example.org with a copy of your
resume and a link to your online portfolio, and we’ll get in contact
with you. Online-based portfolios only! Download-based and physical portfolio submissions won’t be considered.
I’m not really good at making constant updates on what I’m doing and haven’t been since 1999/2000 when I used to run my own little website in the golden age of the internet. It was a great time where banner ads could pay your rent and the internet was the promise of an open and connected world where everyone is happy and not the toilet of harassment, controversy, and general shittiness that it has become. Anyways, times change, things progress, lives unfold and now I have to get better at updating the population on what I’m doing. Why do I need to do this you ask? Well it’s pretty simple: I’m making some games!
That’s right! I’m making some games all by myself (except for contractors to fill in the blanks)! These aren’t Team Meat games mind you and Team Meat games are still being made, but these are projects that I want to do and finally have the time to do.
So what are these games? Well, there are two of them as of right now and I’ve learned with Super Meat Boy and MewGenics not to divulge too much information too quickly so I’ll give you just a tiny taste of what I’m making:
Game 1 is a game about Corporations and Shipping. It’s a puzzle game. Those of you that follow me on twitter (@TommyRefenes for those who don’t) have seen me post the weird tweets like “Puzzle Count 12”. Those posts are only like 10% meant to make fun of Jon Blow’s The Witness puzzle count posts, but they are truthful. Currently the Puzzle Count is I think 20, but that’s 20 concepts that can be combined to create exponentially more puzzles. I’m very excited about this game because It is super fun to make and think about. Right now it’s all lines, so if I were to show you the game you would have zero idea what’s going on. It’s fun even with lines so it’s going to be awesome when it actually makes visual sense.
Game 2 is a speed running megaman/metroid type game. I’ve always loved fast paced games and I think I have a design for one that will feel very fast paced while not being alienating to people. Hardcore games are great, but hard core games that ANYONE can play are better. The controls are tight because that’s what I do best…I make great controls and that is key for this game. As far as the story, it’s thematically similar to a short film I wanted to make back in those golden years of the internet. It should be interesting. Right now, this game is just squares, but those squares prove the concept. I’m excited to talk about the design of this one, but it’s way too early to do so.
When I say both games are lines and squares, I literally mean that. I don’t waste time doing art when I’m prototyping because I am horrible at it. If I absolutely have to, I can sit down and produce something nice, but I’m much better at making things run smooth and building engines than I am at creating art. Also, the environments in both of these games are 3D. I took a weekend to learn Blender and know enough to do what I need to do in it, but will rely on someone who lives 3D modeling to make the assets I need. Game 1 is sort of top down 3D while Game 2 is 2.5D (2D Sidescroller with 3D Assets for the layperson). I’m going to be using contractors to fill in the blanks. I’ll be contracting out art, SFX, and music for both of these games.
The last few months I’ve taken apart my engine and I’ve upgraded and reworked it quite a bit for these games (more on that in a future post). The Flash renderer stuff I’ve made will come in handy since any flash motion graphics artist can go wild, hand me the FLA, I throw some code in it and I have a boss looking UI with no real effort from me. I’ve also spent the last month adding support for 3D model rendering, GPU skinning, lighting, all the things you’d need to make a high production game with well constructed 3D Assets. My first industry job was rewriting and porting the Unreal 2.x engine to the Xbox 360 so the last few months it’s felt good to get back to those 3D roots. Truth be told though, with the shader pipeline I built for the Flash and 2D elements in the engine, adding support for lighting, shadows, etc has been easy and very enjoyable. It’s not 100% yet, but it’s passable for now.
My goal here is to do a post every week to sort of keep everyone informed and to trickle information out. You will see more about Game 1 than Game 2 since Game 1 is my primary focus now and will be out before Game 2…but tidbits of Game 2 could cycle in as we continue.
Next week, I think I’m going to write about the touch / mouse / keyboard input system I’ve implemented in Game 1 that allows me to seamlessly design for computers and tablets without having to have separate code bases and still have an interface that feels nice and correct on each platform. Also I’ll probably make this tumblr page not look like crap. See you next week!
It’s hard to call this part of the level a forest: it’s as if they took a handful of every tree asset in the game and tossed them in here. It’s a bit hard to tell on some of these - especially the swaying trees - but I’m fairly sure these are 2D cards with 3D renders (or maybe even paintings) of the plants. The swaying and rustle of the grass or trees is done by moving the vertices of the cards that make up the foliage.
The reason I can’t quite tell if these are 2D renders of plants on cards is that the game is using an orthogonal or isometric camera that doesn’t have any angular distortion towards the edges of the scene. As far as I remember, the game never once rotates the camera, though my recollection of the endgame is fuzzy. I remember some level geometry gets rotated, but the benefit of the orthogonal camera is that you can mix-and-match 2D and 3D assets.