JIHAUS'S PROFILE

Artist, writer, designer, programmer.

Art
http://jihaus.tumblr.com/
http://jihaus.deviantart.com/

CHAIN OF RETRIBUTION - Mechanics designer, Mapping, Co Writer
http://rpgmaker.net/games/3597/

RUIN FRONTIER 0 - Lead Designer, Story, World Design, Programming
http://rpgmaker.net/games/8091/

RUIN FRONTIER - Story, World Design, Character Design
http://rpgmaker.net/games/7362/

FORCED RECALL - Creator
http://rpgmaker.net/games/4724/
Chain of Retribution
A rivalry between sisters threatens to tear down a nation.

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HAUS's General Art Thread

DAY 37



Breaking up the sequence of pixel art here with a rough sketch of a possible title screen for the same game. I posted the older version of this in the first post but I recently made the decision to add this ginormous mountain-sized glowing crystal behind the titular "undersea mountain" because I thought this setting needed a plausible light source (as plausible as a giant glowing crystal can be), seeing as how this game takes place at abyss-level depths where sunlight no longer reaches. It's probably far brighter than it should be here but I was more after getting the composition and idea down for when I do this digitally.

HAUS's General Art Thread

DAY 36



I seem to be slowing down with these, but here's a nice cannon firing animation, which is used for the various consumable items (ammo) for the game. This cannon showed up on a couple previous drawings in this thread.

HAUS's General Art Thread

author=Skie Fortress
Are you /sure/ you're not making CONVERGENCE vs Undersea Mountain 2: New Age of Heroes?


Oh god please DO NOT get me started on that line of thinking, my mind has gone there many times already. In fact I'm pretty sure I imagined/roughed out an SE vs Convergence at some point, lol.

HAUS's General Art Thread

DAY 35




Today my body apparently forgot that I was some kind of pixel artist and as a result I was having one of those bad drawing days. Nonetheless I managed to make some useful frames and string them together for some amusingly awkward animations. The dropkick was my endgame for tonight but it certainly could use some refinement, so we can call that a WIP.

HAUS's General Art Thread

DAY 34




Today I drew some punch frames, then promptly abused the hell out of them. It's amazing what adjusting the speed and a few blur lines can do.

HAUS's General Art Thread

author=sinnelius
Boy, they are beautifullll.

Why the running animation??? Is it a platformer? Can i play this thing?


The running animation is 80% because I wanted to challenge myself to do one and 20% actually needing it for a game. This is a side view RPG so you only really see that briefly when he's running up to enemies before beating the crap out of them. Otherwise, yes, I would like you to play this sometime, but there's still plenty of work to be done.

HAUS's General Art Thread

DAY 33



I've updated this running animation with the new colors and look as well as started creating basic stances and things. It always sucks at the beginning when I start animating a sprite because of the lack of bodyparts I've created in other poses, so I have to draw a lot from scratch. These are of course mostly based on his previous sprites so I'm editing old work really, but as we go along I'll be posting more interesting poses and animations.

HAUS's General Art Thread

DAY 32




We're doing something a bit different today, and boy am I really feeling the whole "haven't done pixel art in months" thing. Here are the field sprites for the protagonists of Undersea Mountain, which is a doublescaled game. The ghost lady could definitely use a lot more animation as there are a lot of parts that should be moving more, but I wanted to make something usable for now and think about fine tuning these later. Now that these are out of the way, I can actually start animating the fun things - attack animations. Heh.

HAUS's General Art Thread

author=GoatBoy
Ahh I envy your armor drawing capabilities. It's something I haven't been able to conquer yet. :P


The rendering and shapes is easy enough to pick up with research, but the part of it that will really drive you crazy is how the body actually fits in it and how it articulates in it. Too often you see designs that look "cool" but aren't necessarily anatomically practical to wear or move around in, and if that kind of thing drives you crazy as a character designer then the challenge never ends. What you don't see attached to these last few drawings are 15 pages full of roughs of diagrams and random design ideas that I was throwing down until I finally settled on these.

HAUS's General Art Thread

Been way too busy at work, can't even slack off enough to draw a picture!

DAY 31



After doing more research, I decided to go with this design (first picture) for Skulhoarse. The proportions are still off for the picture but this is one I can actually be happy with now. It has nice amount of detail up close yet can be simplified rather easily from afar. As far as the 2nd one, I'm doing the same where I'm throwing out ideas until I get a design I like, this one instead being the antagonist for this game. If you're wondering about the head, this is an undead wolf-person, and any more details would be too long-winded. Heh.