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Messages - Ninja Crow
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11
General Discussion / Re: Official Off-Topic Thread
« on: July 12, 2011, 09:21:03 pm »
None of the 'cautions' that I heard about before getting a tablet seemed to be that big a deal for me, and I'm very happy with it...for pixeling, because I can work longer with less fatigue, and get more natural shapes.  For drawing though, there were two things I did not foresee:

The first was how little 'give' there is in the nib.  I expected a couple millimeters of spring in it, at least, for direct tactile feedback of how much pressure I was putting into the pen.  As far as I can tell, the nib has no spring in it at all, and making lines taper off is nearly impossible.  Is this normal, and will the manual driver adjustment help this?

Second, and let's say stroke thickness is solved, the other thing I hadn't thought of is that when you draw IRL you can turn the paper!  I would never be able to get the curves to my lines that I was used to if I couldn't orient the page -- or screen.  So I looked all over for some kinda hot-key driven app that would run on top of my GIMP or Inkscape, but found nothing.  On the SAI forum, though, there was a subforum dedicated to a program called AZ Draw, which seemed rather simple and unimpressive, but a video of it in action showed the screen being rotated!  Also, that demo video was pretty cool.

I tried it, and the program was far more impressive than at first glance, doing several things I wish that GIMP could do even.  You can free-rotate the screen by dragging -- yay!  (you can find the English version a little down on its home page)

So if these two problems are solved, I'll be in business -- perhaps literally.  Thanks for all the info, guys!

12
Pixel Art Feature Chest / Re: My game WIP
« on: June 04, 2011, 05:00:52 pm »
His leading foot, in frame 2 and frame 6, isn't swung far enough forward, so that when (in frame 3 and frame 7) it hits the ground to take the weight, it's completely flat and the heel is behind the knee instead of under it to firmly take the weight (usually the heel touches down first, not the whole foot).  So if you shift the foot forward in all four frames, it should look more natural. (the brain will perceive the action of his foot moving further in the transition from frames 5 to 6, and frames 1 to 2, than it does in the other frames, as the foot swinging out to quickly take the weight -- just like in real running -- this variation in timing makes it look less robotic.  I notice you have already done something similar in your walk animation, which looks great!)

Also, I used to mistakenly use the head as a reference, and the body would animate underneath it, but having a non-moving point in a run animation just didn't look good, so I had to learn to 'bob' the head naturally.  But I notice that the hips of your soldier are similarly stable in space, so maybe you might want them to shift up as he kicks off the ground, and then come back down?

Otherwise, I just want to say that your project looks terrific, and there's a lot of impressive work on display!  :y:

13
2D & 3D / Re: Bitten by the sidescroller bug...
« on: December 17, 2010, 09:58:40 pm »
Howard Day, Thanks for the update, it's hard to be patient when the project is this awesome! :)

14
General Discussion / Re: Pitiful Platformer Plot help
« on: November 26, 2010, 10:58:59 pm »
Glad you liked it, and more emotion is definitely a good idea.  I'll look into Mother 3, thanks!

15
General Discussion / Re: Pitiful Platformer Plot help
« on: November 25, 2010, 10:39:58 pm »
Going into a secret world has been the beloved staple of adventure fiction since the genre started (think Jules Verne and 'Journey to the Centre of the Earth').

So it seems to me that your character could find some kind of buried world?  There are fabled treasures there, and the Buff Boys have been searching all over for it, digging under half the town (perhaps they work for a well-to-do rich billionaire with lots of money, who is a flashy entrepreneur who has a chain of hip retail construction companies with their own brand of sports shoes, and that's why they know how to dig -- and also dance...all villains need to be able to dance).

The Boys are looking for ways to get into this lost world, but your character has found it first.  What compels him to go into it for the adventure of his life, and not go back to his favourite breakfast cereal?  Well the most endearing characters have non-selfish reasons for their actions, so if he has a sick mother or something, then he'll want some of the treasure for her medical bills.  She's too sick to run the museum she built (to display artefacts which inevitably turn up from the lost world from time to time), and it'll close down soon.  Rich dude has always been bugging her for secrets about this world, but she knows what he's like and refuses to help -- so maybe he's been leaning on the bank to keep them from extending her credit for her bills.

So its up to your character to explore this forgotten realm and to gather its goodies, while staying one step ahead of the Buff Boys -- as well as confronting them a lot.  But there may also be old robots that the people of the lost world left behind that give you trouble, and soon you come to realise that this place could be dangerous in the wrong hands.  Enter the wealthy, cash-flush rich guy with bursting bank accounts and lots of ready dosh (he's a real pain in the assets).

He learns that he can raise the lost world (oh no, your home!) and use its technical wonders to completely and utterly take over your whole entire town.  And maybe the next one, too, if -- ya know -- it all works out.

(SPOILERS?  And as for a happy ending, why not have the mayor show up just as you've defeated the last baddie, look around at all the loot, and ask what's going on -- at which point you reply that the treasures were found by the rich dude, so that he could donate them to the museum.  The rich dude will have a change of heart -- of course -- at being considered such a selfless, giving, philanthropic altruist and donor, as well as all around great guy, that he'll turn over a new leaf.  He'll even pay for your Mom's medical bills and make sure she can always afford to run her museum -- which will be the best museum devoted to the display of artefacts from the lost world in the whole entire town!)

What you have so far is really compelling and interesting -- I haven't played the Mother games (so sorry if I'm ignorant of any elements from it you are referencing) but it feels to me like a pretty fresh take on the 'boy trips into adventure' story, and if any of the ravings I've offered here can be of any help whatsoever (in any form) then I'll be more than happy.

Good luck with it!

16
Pixel Art / Re: Ikirouta IV - Ultima 5-inspired WIP
« on: November 14, 2010, 11:29:02 pm »
This is really cool -- I think you have the look 'down pat'.  Ultima 4 was my first PC RPG, and remains a favourite, and number 5 was a very impressive sequel, so I love what you've done so far.

I recently found a site that's dedicated to the crafting of 'vintage' RPGs, like Ultima -- here's a link to it's fourth article.  It's pretty text-heavy, but it has some cool pictures of the Ultima 'line-of-sight-shadows' system in action, near the bottom.  I don't know if you're still planning on making this into a working game, but if you are, I hope you don't mind touching on the programming aspect a bit, as well as the graphics!

I love your palette, too.

17
Pixel Art / Re: Dumping my old stuff
« on: November 14, 2010, 10:40:48 pm »
Looks a lot more like a moustache now -- great character, too.  Varmints, beware!

18
Pixel Art / Re: Dumping my old stuff
« on: November 01, 2010, 08:12:02 pm »
You are very very talented!

I can't believe how much personality you have in these pictures -- very impressive.

I have seen countless attempts at character animations by those just starting out with pixels, and most require a lot of work, but your box sneak animation is basically perfect.

Your two mock-ups would easily catch my eye, even on the most busy of 'real' gaming sites.  You have definitely infused them with a sense of unique style, and implicit story (I wanna know what happens next in the first one!).

Losing data can be devastating -- I don't back-up every single day to a thumb-drive just because it's a good idea, but because of unfortunate experiences.  I like Fake_Kraid's advice, which I think you can apply because you are justified in some cockiness, due to your talent.

So, anyway, if you would like some encouragement to help salve the hurt and replace the loss, then I would say please keep going -- if you are already this good then by time you get to be an ol' codger like me you have a good chance at being one of the brightest stars in the firmament.

Good luck, Andrio, and a hearty welcome to Pixelation!

19
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 29, 2010, 08:53:59 pm »
The cyan creatures did read like ghosts to me, but unless my eyes are playing tricks, then in your excellent title screen they appear to be a reasonable 1.5 to 2x the height of a human character (i.e. just right for a monstrous creature with an emphasis on a hazy, stretched aspect because of their temporal nature).  But in the game mock-up, they're 20 or 30 times as tall.  I don't know if this discrepancy is contributing to your discomfort, but I wonder if these creatures would look better if they were pixelled to be about the size of a large boss, rather than something the size of a background layer.

Oh, and the glove and knife look great!

I also really like what you said about his attitude in the title screen, and had to think (maybe for the first time?) that 'hey, that's right, what would it be like for a person if things like video game rules could actually inform their world view?' - so thanks for that, it's exciting and stimulating to explore!

I also love that he can resurrect earlier explorers - adds a lot of heroism and potential story depth (it's not all just about grabbing as much loot as possible) as well as opportunities to reveal plot details ("here's the key to the next cavern - I couldn't make it but maybe you can...").

I do like 'Endless Cavern', though I think the reason you might have tried to change it is because - despite how it rolls off the tongue - it lacks a good verb for pep (or at least a more descriptive noun) and so 'Crystal Blast' must have sounded very exciting in comparison, but maybe began to feel too exciting (like it was supposed to be some kind of high-energy Columns or Tetris clone...).  At the risk of suggesting something that sounds too comical and throw away, would 'Crystal Caverns' be too alliterative for you?  Then there's also 'Phantom Caverns', 'Crystal Depths', 'Ancient Caves', 'Adventure Mine', 'The Under World', 'Caverns of the Dead', or many other possibilities and combinations of possibilities.  (though I doubt any of this is much better than 'Endless Cavern'. :-[)

I saw no problems with the proportions on the title screen - it was very convincing!  (to be fair though, I do often underestimate just how long a forearm can be, so maybe you can try the pose in a mirror and that may be the only evidence you need.)

I like your heart container!  And your new sprite helmet looks very realistic (though it obscures that cute, wide-eyed expression a bit).

Quote from: Arachne on July 29, 2010, 06:56:55 AM
With moves like this, there's a bit more than a slight discrepancy.

A discontinuity between game art and sprites is - historically - pretty much par for the course.  Maybe even an expected feature if you want to rekindle memories of playing classic games.  For me, a realistic art plate or title screen creates the conceptual coolness for helping me take the game seriously, while the game-friendly sprites add the cuteness that helps me become attached to the game emotionally (this is a way to say 'fall in love with' without sounding too corny...).  This is the kind of cognitive dissonance I can live with!

20
Pixel Art / Re: [WIP] Backgrounds for a Platformer
« on: July 04, 2010, 08:43:41 pm »
Thank you for posting your characters, even though you want this thread to be about the backgrounds only (at least at first) because they are very impressive and definitely set the mood for the game. I think they are terrific, and you show the skills I am trying so hard to develop!

The background samples you have shown here are absolutely great - I love them. You have no worries at all on this level - again, you show a level of skill that I am only yet dreaming about building for myself.

But here's an answer for your actual question: 'Klonoa: Empire of Dreams'

It's three layers work almost exactly as you've described (as I recall) and except for the one background image being made to look CG rendered, also reminds me of the cool style you're going for. (plus, if you haven't played it yet, and like deceptively deep and rewarding puzzle platformers, then you owe it to yourself to go and get it!)





Your stuff looks really awesome, and I look forward to more - hope this helps!

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