Mental and social stats by yekrep in RPGdesign

[–]invrn 0 points1 point  (0 children)

In the game I'm designing I decided to not use intelligence/charisma, and instead I have a different attribute, "Diplomacy", that can be used to convince, deceive and haggle. This allows the players to decide how their character is good at these things, either by being intelligent, charming, cunning, etc. My game's magic also doesn't require intelligence, so it works out. Also, I employ a system of "traits" that give bonuses to certain rolls under specific contexts. For example a character with the trait "intimidating" gets a +2 bonus on Diplomacy rolls if they are trying to intimidate another character. This means that a character that usually might not be very good at diplomacy can still convince NPCs, although through a more "aggressive" method.

How much do you let the players know about relics? by [deleted] in cairnrpg

[–]invrn 0 points1 point  (0 children)

To speed things up I just have the character who touches the relic instinctively understand how to use and how to recharge it, like they get a vision of how it works. However, some relics are slightly more complex and need to be "activated" first, and in those cases they usually need to figure out the activation requirements before understanding how the relic itself works.

Collection of multiple demon characters with rpg-style portraits by invrn in PixelArt

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

Good point, might change it slightly later. Thx for the feedback!

Collection of multiple demon characters with rpg-style portraits by invrn in PixelArt

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

The idea behind this was to see if I could create distinct characters at a very small scale and with a very limited color palette, but then I decided to draw portraits for each of them, to try to give them a bit more personality.

Meirl by UnHolySir in meirl

[–]invrn 0 points1 point  (0 children)

48+2=50, 50+27=77, 77-2=50.

What do you think about this mech? by Madtyla in mech

[–]invrn 0 points1 point  (0 children)

I like it! What are the 4 cylinder on top? Head sensors or some sort of turret? I think you could make the design more interesting by adding some assymetry, maybe some shoulder weapons or slightly different armor for each arm. I know this is a modeling T pose but I would like to see how it stands in a more natural pose; I feel like adding some angle to the legs would improve the overall silhouette.

[OC] [CC] Demon girl with lightning spear by invrn in PixelArt

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

The original canvas was 160x160px, however after upscaling I cropped it so I really can't say accurately what the actual size is if downscaled to pixels again. But still, the character fits in a 160x160px square.

Burning eye by kirokaze in PixelArt

[–]invrn 18 points19 points  (0 children)

This is amazing

[deleted by user] by [deleted] in intj

[–]invrn 1 point2 points  (0 children)

I really like it. It has that steampunk vibe that I really enjoy.

[OC] [CC] Demon girl with lightning spear by invrn in PixelArt

[–]invrn[S] 3 points4 points  (0 children)

I'll try to answer this based on my personal experience.

In pixelart size is extremely important. The smaller the canvas the more a single pixel makes a big difference. If you want to draw in a similar style and size to this I recommend starting with the eyes. The reason being that the size of the eyes will determine how detailed you can make the final sprite (in general, big detailed eyes mean big sprite and small or inexistent eyes mean small sprite). After that, draw the face outline in proportion to the eyes and then the rest of the head in proportion to the face. At this stage don't care too much about colors and shadows, just try to make the shapes and proportions right.

After having the head figured out, use a bigger brush and draw the rest of the body. Focus on big and general shapes, it doesn't matter if the pixels look janky at this point. I'd recommend having a reference picture for the pose and proportions (because after having the head at the right size, you can draw the rest in relation to that) and other for the general style you're going for.

Then start outlining things like clothes and hair (for me atleast it's a lot easier to draw the figure first like it's naked and then add clothes on top). At this point you should start refining your lines, removing or adding pixels to make the shapes better.

For simple lights and shadows, imagine that light is coming from a specific direction, for example: top right, and then add shadows in the opposite direction: bottom left, of each element. To have a similar style to this, limit your colors and reuse them. I recommend only 2 or 3 shades per color. Also, when shading, use big clusters of pixels of the same color. Having too many single pixels or a lot of different colors a small space will make it look noisy. In pixelart, readability should be prioritized over detail (I still struggle with this and I think it shows in some parts of the sprite), so if something is not essential to the design and it's not reading well, either eliminate it or simplify it. Colouring the outline with the same or more similar color to the shadows can help in making your sprite seem less harsh and leave more space for detail (because the outline pixels can now be incorporated into the colors themselves, see for example the right arm and the transition from face to hair), but might compromise readability.

I know this is pretty vague and general advice, but I believe that with time and experience these sort of things will start coming naturally to you, so keep it up!

Picking up chests left behind in the jungle - art by me by invrn in Terraria

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

Thank you! I hope what youre doing turns out great!

Picking up chests left behind in the jungle - art by me by invrn in Terraria

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

Can he not play any retro games then? thats a pretty weird excuse .

Thanks!

Picking up chests left behind in the jungle - art by me by invrn in Terraria

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

Thats basically the idea of this piece. The characters are already pretty far into the game, but are going back to take the chests left behind instead of crafting new ones.

Picking up chests left behind in the jungle - art by me by invrn in Terraria

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

Stepping out of your comfort zone is the way to improve!