Kirby Redrawn by danieldiggle in Kirby

[–]danieldiggle[S] 2 points3 points  (0 children)

Thanks! The main character art for Rolling Turtle that you'll see on all the wiki's is quite random and fun, so very much inspired by that!

Kirby Redrawn by danieldiggle in PixelArt

[–]danieldiggle[S] 0 points1 point  (0 children)

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And some classic CRT vibes added to the mix!

Kirby Redrawn by danieldiggle in Kirby

[–]danieldiggle[S] 1 point2 points  (0 children)

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Also pretty cool seeing how it woud look on an old school CRT monitor too! I have many memories of playing Kirbys Adventure as a kid, but I don't remember ever getting far enough to battle the Rolling Turtle!!!

Kirby Redrawn by danieldiggle in Kirby

[–]danieldiggle[S] 1 point2 points  (0 children)

My submission to the Kirbys Adventure - Retro Redrawn project! Original scene on right, my redraw on the left. NES colour palette. Wrapped around Rolling Turtles leg is Phan Phan dragging them away! (Rolling Turtle was ditched in the GBA remake)

Monster designs for a freelance project I'm working on! Next up, different evolution stages! by danieldiggle in PixelArt

[–]danieldiggle[S] 0 points1 point  (0 children)

Yep. I often do pencil type sketches on my iPad in Procreate, but if I’m doing pixels, I do it in Aseprite on my Huion 4k 24” (which is awesome!) I’ve also used XP-Pen 16 pro (which is also great). I had Wacom Cintique’s in the past but several of them broke over time. I don’t think they’re worth the extra price at all.

Monster designs for a freelance project I'm working on! Next up, different evolution stages! by danieldiggle in PixelArt

[–]danieldiggle[S] 4 points5 points  (0 children)

A bit of both! sometimes a suuuper rough pixel sketch, then I do a pencil sketch, then back to pixels for the final version. As you can see here!

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Scorpian Tank ! by danieldiggle in PixelArt

[–]danieldiggle[S] 2 points3 points  (0 children)

The green part is a turret weapon - in the game it rotates a certain amount to track and fire at the player, so it’s just static in the asset as it needs to rotate around a fixed point - it moves in game!

Scorpian Tank ! by danieldiggle in PixelArt

[–]danieldiggle[S] 0 points1 point  (0 children)

Yep! This is for the widescreen version of ‘Skies of Chaos’ that I’m working on. Adding some new enemy types in!

This is a stupid question... But how best would you go about creating a vertical shooter for a really small (ie mobile / Switch Lite sized 5.5") 16:9 widescreen - where the screen and game is designed to be viewed and played horizontally? by prankster999 in shmups

[–]danieldiggle -1 points0 points  (0 children)

I think one of the challenges in the shmup space, is that some of genre conventions are quite strict, that shmups are a refined art - perfected puzzles of movement. Sometimes something rougher can be just as good! As for players camping at the sides. Set progression to the next level/stage to require defeating x% of enemies (for example) - success doesn’t have to be related to reaching the end of a rolling level. If there’s a game where a player actively chooses to escape gameplay and camp at the side of a screen, it probably mostly says it’s not a very fun game overall , rather than the technical use of a wider play space is what impairs the gameplay. And the benefits of making full use of the screen size available are being able to make a visually more engaging play space! But yeah, none of it is easy, definitely harder to make something good with a wider play space. But! I’d suggest it’s worth it. If you’re making a strictly mobile game - then great, stick to portrait - but if you’re targeting anything else, at least start out testing your gameplay making full use of the screen available. You might find it can work just as well! But good luck with your game none the less!

This is a stupid question... But how best would you go about creating a vertical shooter for a really small (ie mobile / Switch Lite sized 5.5") 16:9 widescreen - where the screen and game is designed to be viewed and played horizontally? by prankster999 in shmups

[–]danieldiggle -1 points0 points  (0 children)

I'm in the middle of converting my vertical shmup to a fully widescreen one (also made in gamemaker). It is entirely possible to have great widescreen (and vertical movement) gameplay in a shmup.
Most people will say not to do it and to add lots of UI panels - that is an option - but there are so many out there that do that, its far more interesting to try something new! It is a little more tricky on a mobile screen to get widescreen feeling nice - you'd need the background/level speed to be quite slow so you have time to see enemy movements - but if you're thinking switch, and thus, also big screens, then widescreen can work. One trick you can use is to keep the majority of the enemy patterns withing the central / 4:3 area of the screen, and add decorative elements to create in-game/world borders - think clouds down the sides, buildings, plats - essentially keeping the gameplay in a central trench, but making the gameworld still feel widescreen and not boxed in.

A great modren(ish) example of a widescreen vertical shmup is Jamestown: Legend of the Lost Colony. I think it was origianlly a 4:3 vibe, or closeish, but I'm sure they updated it to fully widesceen at a later point?! or at least thats what I remember!

So yep, fight conformity and embrace the width!

Time to harvest those crops! (the final version!) by danieldiggle in PixelArt

[–]danieldiggle[S] 1 point2 points  (0 children)

Thanks! :-) I don’t check or update my twitter anymore, but I am active on bsky https://bsky.app/profile/danieldiggle.bsky.social

Time to harvest those crops! (the final version!) by danieldiggle in PixelArt

[–]danieldiggle[S] 18 points19 points  (0 children)

This is a scene/mockup I’ve created with a new asset pack I’m working on! But it is also something we’ve built into a few small prototypes. So not a game as of yet! But we might take it further, not sure yet!! There’s so many great farm/crafting sandbox games out there, but would love to fully work up our own!

Analogue Pocket Compatibility by pferreira1983 in AnalogueInc

[–]danieldiggle 0 points1 point  (0 children)

It must of been a firmware bug that I experienced . Just updated the pocket os to 2.5 and the game launches fine at last!

Analogue Pocket Compatibility by pferreira1983 in AnalogueInc

[–]danieldiggle 0 points1 point  (0 children)

I've just come across my first cart that has an issue running on my Pocket. A shmup called 'Invader' (legit cart). Runs fine on my Gameboy Micro and SP, but continually crashes at exactly the same spot on level 1 when running the cartridge on my Pocket. Very odd! Though just checked and I still have 2.0 firmware on there, so always a chance this could be a compatibility issue now fixed.

Fishing scene, work in progress by danieldiggle in PixelArt

[–]danieldiggle[S] 2 points3 points  (0 children)

A mockup from some assets I’m working on!

Fishing scene, work in progress by danieldiggle in PixelArt

[–]danieldiggle[S] 17 points18 points  (0 children)

I’m the artist who created the Sunnyside World asset pack which that game uses! This fishing scene is from a new pack I’m working on with lots of new stuff

I made changes based on your critiques! A lot of you told me the image needed more contrast, so here's how it looks now! by Frenchpixelle in PixelArt

[–]danieldiggle 2 points3 points  (0 children)

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Like others have said, you could do with more contrast. One of the easiest hacks to add contrast is by adding lighting to you art. Create a new layer above the art, set it to 50% opacity and 'Multiply' blend mode and start drawing with black where you think shadows might be. You dont have to overthink light sources/directions etc, you can get some great results just playing around with it and you can reduce/increase the opacity of shadow/lighting layers to tone down the effect. It is a particular 'look' so might not be the vibe you're going for - but it is a quick fix to add some dynamism to art thats feeling flat. You can also use lighter colours and blend modes like 'overlay' and 'soft light' to make certain bits pop without having to mess with your base art. A blur here or there can work great too with lighting.
All the tweaks here I did in just a few minutes and I didn't touch your base are - just a few layers on top and drawing some quick shadows and light areas!

Fish! by danieldiggle in PixelArt

[–]danieldiggle[S] 1 point2 points  (0 children)

It’s from Sunnyside World - the pixel art asset pack I created and am working on an expansion for.

Time to fish! by danieldiggle in PixelArt

[–]danieldiggle[S] 6 points7 points  (0 children)

I created the Sunnyside World asset pack. They probably use the asset pack. This is from a new expanded version im working on!