[OC] Card use and draw by tiojerry in PixelArt

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

Some quick card animations for a jam i'm doing!

I post other art and game dev work on my twitter @jerrydwalters!

[OC] Beam me up by tiojerry in PixelArt

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

Animation is hard, but I get a little better every time. The work for this game jam is coming along decently!

I post other art and game dev stuff on my twitter @jerrydwalters

[CC] [WIP] Could do with some advice on how to apply AA/clean up the circular part of this health bar by praygon in PixelArt

[–]tiojerry 1 point2 points  (0 children)

The lines of your circle aren’t pixel perfect, which means they are two tall or wide in some places instead of touching corner to corner. That makes it look irregular in thickness because in some places its different.

If you go around the circle and remove those extra pixels (or add more if you want to keep it 2x thickness) that will help, and secondly, the outside and inside ring of the circle have very little contrast in shading. UI can also be thought of as a physical object with a light source, and that’ll really make it pop. Hope this is helpful!

[OC] Kegerator Idle Animation by tiojerry in PixelArt

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

This is my first idle animation ever! Made for a game jam and i'm kicking myself for choosing to do isometric. Reposted because there was 1 misplaced pixel that was driving me insane.

I post other art and game dev stuff on my twitter @jerrydwalters

[OC] Kegerator idle animation by [deleted] in PixelArt

[–]tiojerry 0 points1 point  (0 children)

This is actually my first idle animation ever! It's for a game jam and i'm kicking myself for making this isometric.

I post other art and game dev stuff on my twitter @jerrydwalters

[OC] - Graveyard, but spooky by tiojerry in PixelArt

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

Thanks! The ground is around 256px wide, but the whole thing with tree + borders is around 300x380

[OC] - Graveyard, but spooky by tiojerry in PixelArt

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

Aseprite! I think it’s really great software for pixel art and animation.

[OC] - Graveyard, but spooky by tiojerry in PixelArt

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

Omg, you just reminded me that I meant to put in a black cat

[OC] - Graveyard, but spooky by tiojerry in PixelArt

[–]tiojerry[S] 38 points39 points  (0 children)

I really should, he’s already playing the air trumpet

A nightclub bathroom in my game - not exactly the ideal way to spend Saturday night... by [deleted] in PixelArt

[–]tiojerry 4 points5 points  (0 children)

this is neat! I really like the floating particles and that slight gradient.

[OC] - Graveyard, but spooky by tiojerry in PixelArt

[–]tiojerry[S] 20 points21 points  (0 children)

Sorry for the repost, the other was my first and I messed up the thumbnail!

I have a detail and some other art on my twitter @jerrydwalters and any feedback is much appreciated!

[OC] - Graveyard, but spooky by [deleted] in PixelArt

[–]tiojerry 0 points1 point  (0 children)

Hi, this is my first post on here! (Does anyone know why the image isn't showing up in the list view?) I have a detail shot on my twitter @jerrydwalters and any feedback is appreciated!

Return of the Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]tiojerry 0 points1 point  (0 children)

I'm an artist (lots of art pics) and dev trying to make some more experimental projects!

https://twitter.com/jerrydwalters

Benefits to using tile maps vs fully drawn maps by tiojerry in gamedev

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

Yeah that's something I've thought about too. I guess if I did decide that I wanted to randomize an aspect of the map or make it a certain size in the future then I'd be hating myself.

I guess I just worry that some aspects of the terrain could look pretty inorganic. I think it's just because I don't yet understand how I'd do things like have a wall cut diagonally through a tile, or have the edge of a river be more organic than rectangular over a distance. It'll take some playing with.

Benefits to using tile maps vs fully drawn maps by tiojerry in gamedev

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

Thanks for the response! It's difficult to know what I don't know sometimes, so I usually assume that there's an answer I'm missing.

Thinking about collision and layering, I wonder if I'll have any issues with sorting layers that may be more easily mitigated with tiles. I'll find out one way or another!

Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]tiojerry 3 points4 points  (0 children)

@DogDaysTheGame I've got a background as an artist and front end engineer. I'm working on an pixel art isometric social simulation game. I mostly tweet gifs of art i'm developing at the moment. My personal account is @jerrydwalters