Played a drawing game/story telling RPG with some friends and drew these tiny pixel art heiroglyphics during the game.
Trying out some item designs
Working on some enemy designs for the underworld portion of my P8 project
Finalising this piece.
Bud & Nemo ( a bit of a cheat on that one).
Tweaking animation on this slime guy so it's animating properly rather than reflecting.
Rayman is such a wierd looking character. Also hands are hard.
Stereotypical viking horned helmet (I know this is an anachronism btw).
Bite my aliased pixel ass
Well this took a turn
Bulbasaur as part of a bigger piece
Final bits on game jam project yesterday.
Some more icons and stuff.
Big dramatic button.
Some more misc bits of UI stuff today. Pretty happy with this map icon given the constraints.
A toggle switch.
Icons for my game jam project. I quite like the 1-bit style, especially for certain types of interface elements.
Did a little bit of work on graphics for my new jam project.
Having a go at sketching some map tiles. Not super happy with these.
Experimenting with a UI sprite heart. Might just stick to the font heart I've already got though.
Quick attempt at drawing a friend's dog.
Working on magic bar graphics. With some palette swapping trickery I should be able to use this for the empty version too to save on sprites.
Working on a few more overworld graphics, new chests and a stone monument/grave marker.
Working on some flame effects.
Came to the exciting (for me) realisation that Pico-8 can do a nice 4-colour mono green Gameboy palette using the hidden extra palette colours. Or maybe even a much longer single ramp to create an interesting art style. Anyway, drew this up as tribute.
The lightest shades of green might be too close but there are some other ways to fiddle it that might work.
Iterating on fireball looks. This is a lot cleaner but I'm not sure it's really firey enough. Not sure how to capture that though.
Looking at how graphics transfer over between palettes in the underworld section. Seems like it's going to be ok although I need to be slightly careful with the use of colours on the player.
Working on some fire rod graphics
Still trying to nail the player character look
Made various changes to this spritesheet including redoing water tiles (that old texture was really bugging me) and adding a few new elements.
Starting to work on some enemy designs. Due to the constraints of the game, got to keep these small and simple but trying in inject some personality.
Can you even make a good game with some crates and barrels?
Filling in a few miscellaneous overworld graphics.
Working on the art style, I'm t rying out removing outlines from most objects. Not sure if this is an improvement or if I should go back to using outlines. The main issue with outlined style is when multiple objects are next to each other the outlines kind of merge together, which is hard to avoid with 8x8 pico sprites. Need more work.
Working on more scenery for my project. This tree stump is looking OK I think.
Drew a little brazier/torch for dungeons
Working on dungeon wall tileset
Working on a cave tileset for the overworld. Not100% happywith this yet but it's a start.
Drew this house. Considering whether to add more tiles to make it expandable or keep it as a fixed piece.
Working on tiles/aesthetics for my new project. It's starting to come along. Bushes need significant work and I'm worried the way I'm drawing water and paths is using up too many tiles.
Working on some sprites using alternate Pico palettes for dungeon levels. Also somehow I've hit 300? When did that happen?
Experimenting with the undocumented alternate palette colours in Pico-8. Considering making a game using these after my current jam project is over tomorrow.
New bomb object for game jam project.
Some realistic (non-cartoony) mushrooms of various types.
Experimenting with isometric stuff via Hexels again
Small candle sprite in Pico-8
More game graphics
Did some animation on my bear character and drew an arcade style 8x8 pixel font to give a real arcadey feel to the game ui (hopefully)
Initial art for my latest project, bear and honeypot.
Trying a challenge to create art using only shades of blue. Reasonably happy with this, will try something else tomorrow. (Resubmitted from yesterday, wrong category)
Added in the dial/basketball section. Probably going to try and finish this off tomorrow.
More work on the dogophone. Got most of the head form showing up. Struggling a bit with defining the nose and making it seem correct that the right eye is not visible.
Trying a slightly larger and more ambitious piece that may take a few days. Trying to recrate this picture I took of an excellently tacky dog phone that someone on my road threw away. Blocked out the main proportions and started to fill in details, starting with the bone/phone and one paw.
Expansionof the hand from the other day and some experimenting with the ramps from this colour palette.
Forgot to submit yesterday. Intentionally anachronistic technology collectible.
First pass at the player's core base structure. Going for a "big and technological" look relative to the other art already in.
Working on a mortar turret with firing animation for my project
Working on some enemy graphics, this should be a creep spawner.
Turret graphics for my mini micro project
Grinding away at these tiles. Probably enough for now.
Working on drawing some irregular tiles to make the terrain look nice. I think the effect in-game is decent. Might at some point implement random variations too.
Picked a palette and started to prototype some "ascending levels" terrain tiles.
Little NPC sprite for my jam game
Drew this world map for my jam game
Drew a bunch of tiles today. I was pretty happy with how this cave turned out after initially struglling, and I quite like the crystal rock thingy too.
Did a lot of little bits today for my jam game including starting to work on this lake tileset.
Gotten the skeleton into a much better state today. I originally created it waay too big due to miscalulating the size so I shrank down, redrew, and now I've added shading/outline. Still will need to do some work on some areas but it's coming along. Also T-Rex feet are weird and hard to draw.
Working on the skeleton that's the ultimate goal of my jam game. This is a big piece of artwork that needs to look really nice as a motivating factor for playing the game. Blocked out the skeleton, divided into bones/groups of bones on different layers which will be individual finds. Everything here is subject to change but the approximate proportions and overall profile are about right which will allow me to get on with development while refining the artwork in parallel.
Drew this player character sprite with animations, pretty happy with how it came out. Using a palette from lospec: "Lemma24" and the proportions/animations are roughly based on those from GBA pokemon games.
Doodling some powerup sprites
Doodling some very low res animal sprites
Drew some more sprites and background tiles, formed into a scene to see how it's looking.
More doodling in Pico-8. Pretty happy with how these have come out actually, makes me want to make a game out of them.
Doodling some pico-8 format sprites
Started playing animal crossing and found out it has a nice pixel art editor built in. Getting images out is painful though so here's a crude photo of the screen.
Don't know why I'm doing fast food now but apparently I am.
Cozy little house in an infinite field of cubes.
Working on sprites for my current game project
Title screen art for my latest project.
Forgot to submit anything yesterday as I was too wrapped up in my 7DRL project. Drew many small pieces of pixel art for it though, including this button.
"Stuff on my desk" part 1 - Marmit(e)
Working on another enemy for my 7DRL project. Haven't worked out exactly how this is going to work in game but it's looking ok.
Totally reworked the ship for my 7drl to be a gas airship instead of an avengers-style skybase. This fits the setting better and is a bit easier to draw. The sprite needs more work to sell it better but i think it's going to work out a lot better. It's super late so I need to stop now.
Biplane enemy for my 7drl project
Goblin enemy for an rpg
Inspired by a monster killing us in d&d
Expanded this some more.
Did some more work on this, added a hand and a body. Might end up expanding it out to a full figure.
Trying out a entwined wood/creeper effect. This is one detail that would be something like a limb on the dryad creature I was drawing yesterday.
Dryad character concept. I'm very tempted to start making a game that I have in mind for this but I really should stick to finishing Overgrown v2 first.
Experimenting with some weird technology concepts
Working on a final boss thing for my jam game. Hit the big glowy orb never fails.
After some deliberation, I think this little guy that I originally made as a placeholder has grown on me too much. tweaked the sprite and started simple animations. Going to keep it minimal to fit with my aesthetic.
Working on some monochrome character concepts for my game jam project. Not sure any of these are perfect but #3 is probably my favourite.
This one went a bit off the rails. Left it a bit late so I'm sticking with it for today.
Big guy who hides behind his shield and pokes at you.
Some kind of a bee
Going to practice some game enemies this week I think.
Still experimenting with Hexels
Missed 200 by a few days, but better late than never I guess.
Experimenting with hexels some more
Trying out a new program called Hexels. It's not only a pixel art program but it has a bunch of cool features. A nice one is that is can sketch out isometric scenes really quickly using triangle grids. Tried out using it to block out the scene and then editing details with Aseprite, but I think you could do everything in hexels with more understanding of how it works.
Blue cactus drawing. I really like this palette that comes built in to Aseprite, the reds and blue are really nice although the lack of green is punishing.
Working on iterating my grapes sprite. I think the new one is a bit cleaner looking with more obvious forms. Not sure if it's perfected yet.
Redid the truck for Overgrown. Looks way better now, may need some more tweaks over time.
Tried making a tileset and building a simple level with it. The dithering proved a little tricky to get to line up right.
Experimenting with modular tiled vines
Feels like I've been drawing leaves all day, finally done. Hopefully it was worth it.
Originally I thought I was just going to do the g but after seeing it in game I realised I needed to do the O too… and maybe now I'll end up with the rest of the letters too. But each one is quite time consuming.
Drew this g for the title screen of a game I'm working on. Pretty happy with how the leafy effect came out.
Had a crack at making a logo for an upcoming game jam. I think the pixels have suffered in conversion to video for Futureland.
Last one of these
Gloomhaven fanart part 3. There's only one more of these coming (also I need to remember to set the category when uploading).
More gloomhaven fanart. The forms here were really tricky to capture in pixelated format.
Gloomhaven fanart (in the right category this time)
I for one welcome our new robot gardener overlords.
Potential concept art for a game idea in my head.
Redrew a castle tile I wasn't happy with into this. I'm fairly happy with it as a pretty minimal scene.
I'm still hard at work on tile art for Shape Jam II part 2. Here are a few of my favourites that I've drawn today.
More tiles. I was pretty happy with these volcano and mountain scenes.
Another tile for my Shape Jam II project. This is going to take up a lot of my output for the week. :)
Took yesterday's pixel art and redrew the scene at double size to add more detail
Very small scene of a power plant behind a skyline
Not super happy with the lines on this, probably need to go back and read more on anti aliasing technique.
First draft of the pirate for the walking segment of the game
First draft of a ship sprite.
I've had a Pico-8 version of my toaster logo for a long time (before the Pixel Art Futureland days) and I've finally gotten to updating it. It is designed to fit in the Pico-8 limitations (obviously) but also not take up a lot of cartridge space/resources. I think the new version is a good improvement.
Gremlin from the movie Gremlins.
P.S. Happy New Year all. :)
Working on some biome tiles for my puzzle game. I think I can afford to use 16x16 tiles even on the Pico-8 since the grids aren't going to be very large. May also make some variants on these tiles to break things up a bit.
Merry Christmas to everyone celebrating today.
Finished coloured version from yesterday. Pretty happy with how this came out.
Bullpup assault rifle I'm working on. Just lines (outline and details) for today as it's proving quite time consuming.
Bit of a free association after throwing away a few sketches.
Going to practice some guns for a few days I think.
This is what happens when your processor overheats.
Also note to self: do not try and draw a "quick" animation right before bed when you're already awake too late.
Working on a firing animation, here it is in game (very quickly). It's kind of hitting me how much work it is going to be to do some of these several frame animations from multiple angles. Hopefully it's worth it. I still think that my character art needs so much work but there's nothing to do except keep grinding away at it.
Working on a teleport animation. This is going to be a short blink teleport for dodging stuff. Might need to be even quicker, I'll have to see when I get it into the game.
More work on some environment stuff. Starting to come together. I might want to tweak the floor tile borders and unify the palettes
First pass at this character design. Needs a ton of work both on improving the design and adding more angles and animations. I don't totally hate this as a first attempt, it will probably be good enough for me to get on with the game for a while.
Target practice dummy I've put together for my new project. Pretty happy with how this has come out.
More background tiles, expandable carpet this time (with optional decorative bits)
Brick wall tile that I'm going to use in a new game project I've just started. I might lower the contrast a bit so it fades a bit better as a background but otherwise I'm fairly happy with how this came out
Quick animation based on a game a friend made.
Very busy day today without my laptop, so here's a new entry in the extremely low resolution world monuments series.
Working on improving the player sprite for the game I've been working on. I was struggling a bit to improve this, I think this version is better. The extra animations make quite a nice difference too.
Sword design somewhat inspired by Dragnipur from the Malazan book series. It's not totally accurate to the description from the book but I'm more trying to capture the feeling of the black sword with chains.
Mario-esque powerup mushroom. Trying out some anti-aliasing.
Was feeling kind of uninspired today, so here's a low rez leaf.
Recreation of a Windows 10 stock photo lock screen. Not sure who the original photographer was (sorry). Scene is (probably) The Archway Islands.
I've been staring at this picture too much as it's permanently on one of the spare PCs so I thought I'd have a go at drawing it.
I guess I'm doing weaponry this week. Base sprite was quite quick and simple, practising animation with anticipation, smearing for motion and overshoot/recovery.
Lightning spear concept
Messing with trees/vegetation again
Luigi's mansion inspired ghost.
Map for a tabletop rpg campaign I've been dreaming up. Still somewhat WIP but it's sucked up all my drawing time today (and some yesterday) so here we are.
Time flies (through space on a rainbow)
"Don't look down" - I seem to be on a little landscape kick.
Missile firing animation. Video of the process incoming shortly (need to edit) as requested. :)
Quick bouncy ball animation practice.
Classic Escher illusion in isometric pixel form.
Title screen art for a game project I've been working on. Bigger than most of the pieces I've been working on and ended up taking a long time. I think the vine effect turned out fairly nicely but it did take a lot of work.
Don't tell anyone, but I missed yesterday's entry. Here's one first thing and I'll do another one later and hopefully no one will notice.
I see this guy as the "level 0 enemy" you fight at the beginning of the game, like a Mario goomba or a Dragon Quest slime.
Self portrait of me drawing on the train
Low rez pot that probably has ruppees inside.
Alien(s) inspired alien dissection.
Struggling to capture the reflective surfaces involved. Not sure if the highlighting really works like this. I might try and look up some tips.
Feeling a distinct lack of inspiration today, so here's a wholly remarkable book.
Got some pixel art tutorials to try and work through from here: https://studiominiboss.itch.io/pixel-art-tutorials
Still need to work on my animation and there are quite a few good animation tutorials in there to look at. Started off with some dripping goo.
Artist's depiction of what's happening inside me at the moment (I'm not at work today…)
Low rez nibbled apple.
I need to stop leaving these so late. Anyway here's a wierd thing.
Quick bear sketch.
Scifi computer animation. Fun if a little laborious to do.
A cloud (much better shading than my last attempt. Experiment with different colour choices from the palette and outlining styles.
Quick one as it's quite late. Mysterious bunker.
More game work today. This well is a standout that I am quite happy with. Some of the stuff I've been learning around dithering and outlining paid off. It's fairly simple but I think it came out well (pun not intended).
I've started in earnest on a new game project so I've done a lot of pixelling today. Here's a tiny little snapshot of one feature.
Very quick one as this has ended up being a long day. Small portrait of Cosmo the cat.
Another squiggle drawing, this one is open to interpretation
Tried drawing a squiggle and expanding on it again. This time ended up with more of a cheap knockoff pokemon effect.
Came up with this radical dude character by drawing a squiggle for his outline, shading it, and adding details from there. The form I ended up with suggested surfing motion to me. Pretty happy with the end result.
Famous world landmarks in a wholly inadequate number of pixels
An accurate depiction of the state of British rail earlier when I drew this.
My attempt at recreating a classic optical illision.
Fun idea. I hadn't really thought through how long the "filling" animation would take to do until I got into it… I figured out a fairly quick way to do the flames though.
Staying at my aunt's by the sea, went out to attempt a panoramic sea view
I enjoyed drawing this Castle. Thought about expanding it to be a picture above a fireplace but I have other things to do today… :)
Quick one today as I've been a bit busy and left it until late: the same character at different scales
Sketch of a historic mill near where I live.
I need to be very clear about this: I traced over this art from Golden Sun: http://vignette4.wikia.nocookie.net/goldensun/images/0/0a/Djinn.jpg/revision/latest?cb=20090129020851 to get the proportions correct, and then worked on pixelling to practice cleaning up the lines and shading. Fairly happy with how it came out, except for the Mercury Djinn (bottom right) which I was struggling to get right.
Went to the aquarium today for inspritation. So expect to see a lot of fish/assorted sea creatures from me in the near future. :)
I'm calling this guy a "Brown Stripeyfish" since I didn't record what it actually is.
Attempt at a low colour palette chest, and recoloured with two different palettes to give a more colourful version. I want to do some more work in monochrome first followed by colouring.
Messing around with my looping script from yesterday
Here's the realisation of the idea I mentioned yesterday. The hand animated portion of this is quite small (14 frames) but the processed output is extremely long (840 frames). I could add more bouncing balls but the length/size of the output blows up quite fast.
I was actually mistaken, Aseprite does have a scriping facility which allowed me to accomplish this without writing a seperate program (what threw me off is that it's a recent feature which I needed to update to get, and it has an unrelated "extensions" feature which is not useful to me). The scripting is in Lua which I'm quite familiar with so it wasn't too hard to get this going.
Quite a small and simple animation of a conveyor belt today, but this has got me thinking a lot about animation tools and loops. I was thinking of composing a larger scene with multiple conveyors and stuff moving around, but this would require a lot of manual work to copy around the layers and frames and get everything lined up nicely. I need to dig in to my tools and see if there are nicer ways to work with this, or if I can figure out a better way to work with complex scenes with different moving parts.
I've seen the tip in the past that if you have different sections looping at coprime frame rates you can create scenes that take longer to repeat as a whole but currently if I want to do this currently it ends up being quite a lot of busy work. I'd like to figure out a better way to deal with this type of animation.
Ship in a snow globe. I've been playing with this glass ball effect.
Redid my toaster logo, animated. Pretty happy with how it came out.
Just a bridge
Another relatively large scale scene at low resolution. Fun to do.
Experimenting with low rez for a relatvely large scene and low palette again (pico 8 16 colours)
Wizard/mage type of dude with a few animated details
Detail on a creature wing.
Little space ship with some animated details. I'm slowly getting better with Aseprite's animation tools.
A nice fluffy cloud
left it a little late today, here's a tiny 16x16px hot air balloon
Yet another tree. I may have become mildly obsessed with trying to nail trees/foliage. This was trying to replicate a technique I saw in Golden Sun, where two different leaf palettes are used to create distinct patches of leaves. I'm not sure I nailed it 100% but this turned out ok I think.
Tiny animation of a tree on a windy autumn day
Been quite busy today, here's a quick attempt at a ball bouncing loop with some animation smearing.
More animation practice
Little character for another game project. 4 direction walk cycles. Still need a lot of practice on animation.
Teeny study of a tissue box. I've done a fair bit of other game art today but I thought I'd do a picture specially for this.
More work on this game project, a couple of shots from the beach area
More work on my game project. I'm trying to get it finished. Here's a before and after of the main character.
Something a little different today, I'd envisage this as a design found on the background walls of some ancient ruin
Little planet scene. More shading/colour work.
Isometric jenga game. Good exercise in geometry and lighting.
Working on character art
Today I've been working on improving the art for a game project I've had on the go for a while. Big improvements already but there's a lot still to go. I'm not sure what to do about the grass. I'm a little wary of adding too much noise to big areas but I think it's probably too flat currently.
Some weapons, fairly low res. I think I need to work on my shading, even at small sizes.
Experimenting with tiles and transitions. Each tile is 16x16 with 3-4 colours. Not super happy with the grass-sand but otherwise I think it came out fairly well.
Gameboy game scene mockup (so 160x144, 4 colour in that beautiful monochrome green). Not totally happy with some aspects of this, mainly the character and floor tiling, but I wanted to get it out there. Glanced at some screenshots of Link's Awakening for inspiration but no direct reference.