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Published: 2013-04-16 17:10:21 +0000 UTC; Views: 3126; Favourites: 62; Downloads: 23
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Description
Me and a musician friend decided to practice a bit with an upcoming Ludum Dare Jam, and we thought we should make a mockup and music that goes with it. Three of four words given by a random noun generator were 'Mechanic, clock, tower', interestingly in that exact order. So, that's the general direction we went.Obviously unpolished, but I mainly focused on the big picture since I would have time mostly for the big picture, not small details. I would be nice if I worked fast enough to draw gears quickly though. I also worked with a different perspective than a plain side-view.
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Comments: 21
Kittycatz22 [2013-07-28 03:36:43 +0000 UTC]
i say the dimension for the whatchamcallits doesnt quite add up right if you look carefully possibly why you feel your still not a master.
Even with that being said its a small detail. Although i still think it looks good
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Pix3M In reply to Kittycatz22 [2013-07-28 03:51:11 +0000 UTC]
Do you know who the contemporary masters of pixel art are?
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MiningForDegus [2013-07-08 16:49:37 +0000 UTC]
You have earned my respect as a master pixel artist.
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Pix3M In reply to MiningForDegus [2013-07-08 23:59:45 +0000 UTC]
As much as I want to call myself a master, I don't quite feel that I am here yet.
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MiningForDegus In reply to Pix3M [2013-07-09 00:39:38 +0000 UTC]
Alright, very good pixel artist. I mean, look at me compared to you, even with my improvements today. [link]
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ArchinaTGL [2013-04-18 09:30:55 +0000 UTC]
This does look like a nice practice piece in my opinion. I think the only thing that catches my eye though are the numbers on the clock. Would 1px of shading work on them if you used a colour a bit brighter than what they are on, but lighter than the inner circle.
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Star--Sprout [2013-04-17 23:40:53 +0000 UTC]
Aaah, I love machine art, especially clocks (for some reason)! Can't wait to see more of it.
I love this lineless style you're trying too. ^^
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ClockworkSprocket [2013-04-16 22:36:44 +0000 UTC]
I'm digging the look of this. Even though this is only a hypothetical mockup, I would play the heck out of a game that looks like this.
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inkryptid [2013-04-16 18:57:26 +0000 UTC]
I think your noun generator is broken. That or extremely awesome.
I know you said you don't have time for details, but maybe a few cobweb scribbles would add a sense of antiquity? It just looks a little too clean... Nice colors and stylization though!
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Pix3M In reply to inkryptid [2013-04-16 19:28:36 +0000 UTC]
I intended that this take place in a time in which the clocktower would be pretty new, though the broken pipes were a spontaneous decision for the sake of making something happen.
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inkryptid In reply to Pix3M [2013-04-16 20:16:05 +0000 UTC]
Hrm... The colors seemed sepia-ish, so I assumed it was supposed to be antique. Maybe sprucing it up with some shine on the pipes and beams would cement the "newly built" feel? It has a vague "dusty" vibe right now, unless my imagination is merely out of control. But I'm sure you have good reasons for making it the way you have, so carry on!
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TaviTurnip [2013-04-16 17:18:43 +0000 UTC]
The pipes are a bit bright. This isn't a problem if used properly, but if other foreground gameplay elements existed in the theoretical game, they could be confuseable with each other for walk-through/solid objects depending on execution.
Looks good, though
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Pix3M In reply to TaviTurnip [2013-04-16 17:21:48 +0000 UTC]
This hypothetical game uses only the steel I-beams as platforms. Interestingly I would think that the player would have the contextual information to know that pipes by themselves aren't interactable.
Or, were there games that had something similar to my pipes that caused a bit of confusion?
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TaviTurnip In reply to Pix3M [2013-04-16 18:08:40 +0000 UTC]
None come to mind, but it is a big problem among amateur Super Mario World level makers who have no real sense for these things. I know you'd know way better, of course, but the most common problem basically comes when the level maker uses too many bright elements where some are solid and some aren't. Or when a blatantly dark element is used and is actually solid despite blending with the background. It messes with a player's normal expectations, and is worse around hazards like pits/spikes.
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Pix3M In reply to Goodlyay [2013-04-16 17:14:16 +0000 UTC]
Funny because semitransparency isn't a pixel art tool so stuff like that isn't in my typical toolbox. I suppose semitransparency would be totally okay to use though.
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CraftyPixel In reply to Pix3M [2013-04-16 20:33:51 +0000 UTC]
- In-game there's transparencies, even in games like gameboy advancegames. But I know what you mean. -
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Pix3M In reply to CraftyPixel [2013-04-17 20:38:52 +0000 UTC]
Some GBA games use downsampled 3D for their graphics.
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Goodlyay In reply to Pix3M [2013-04-16 17:16:07 +0000 UTC]
Yeah, I don't normally use it either, but it can look good in games sometimes.
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