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Messages - Overkill
Pages: 1 ... 3 4 [5] 6 7 ... 11

41
Pixel Art / Re: Resonance - Now with animation (walk cycle almost done?)
« on: December 01, 2008, 06:11:37 pm »
Thank you Willow! Your edit there was very helpful.

I took your advice, and this is what I came up with:


I also tried to correct the hop/drop to the walk so it'd correspond to the right part of the cycle, I don't really know how successful I was.

Also I noticed the hero's head was tilted fairly unnaturally back, so I leaned his neck forward a bit.

But I'm at least glad that this sprite is slowly being cured of its weirdness.

42
Pixel Art / Re: Resonance - Now with animation (kind of)
« on: December 01, 2008, 07:48:02 am »
Well, except I had the frame order go reverse back to the start after it reached the last frame. I'm guessing that's a no-no? :(

Yeah. I'll see about drawing the other 4 frames, so I'm not being cheap (especially since my cheapness doesn't look proper).

Also srsly, what free software do people use for gifs.

EDIT: I see... ImageReady is tolerable I guess.

Anyway, this is the way the animation looks with the "ping-pong" playback I was using:


43
Pixel Art / Re: Resonance - A metroidvania-style sidescroller
« on: December 01, 2008, 04:33:56 am »
I started to draw out some walking frames, but it doesn't look very natural at all, both from stills and in motion.

I was embarrassed by how awkward this looks when animated with 10ms between frames, and "ping-pong" animation, so I decided maybe I'd better just post some stills. (also I don't actually preview the animation as a gif, I just open it in my game engine and I don't really have nice gif exporter right now :/)

So here you are! Some pointers on what in particular I can fix would be nice.



I'm thinking of redoing the animation, I'm thinking I'd better slow down, try and get the form correct before I draw over with details. Only thing is my old attempts at using stick figures to animate have failed sort of... badly. :(

Animation and sideview are two of my biggest weaknesses, and I'd like to overcome this. Any advice is very helpful. And yes, yes, I have looked at Idleworm's animation tutorial, and tried (but failed) to follow it. Thanks though.

44
Archived Activities / Re: Secret Santa 2008 - Sign up
« on: November 23, 2008, 07:10:06 am »
Count me in.

I figure this is a fun opportunity to get involved with Pixelation. I must profess that unlike many of the other people here, I am not the greatest at art, but that said, I figure this is a fun challenge.

Okay, I might as list things that I like!
* Cutesy things
* Bright, pastel colors.
* Contrasted and colorful dark things.
* Epic explosions and pew pew lasers
* Exaggerated and eccentric concepts
* Waffles
* Game mockups -- I make indie games in my spare time, so if you fire me a pretty mockup, I'd consider helping you make the mockup into actual GAME.
* Molasses Meow (warning: excessive use of 4 shade pink ramp and glowy neon colors)
* Sidescrollers and shmups -- my favorite genre of games with some of my favorites including: Kirby, Metroid, Megaman, Castlevania, Metal Slug and Gradius.
* RPGs and strategy games following after: Chrono Trigger, Xenogears, Advance Wars, Final Fantasy Tactics.
* Other games worth throwing out here: Katamari Damacy, Phoenix Wright: Ace Attorney, Shadow of the Colossus

I'd prefer a non-Christmas theme, but that's probably because artwork of Santa has been rather explored to death already. XD

Anyway, looking forward to the challenge!

45
Pixel Art / Re: WIP In Production
« on: October 17, 2008, 07:50:05 am »
Well there's really not much to comment on about your line art, it looks like you're spending too much time fussing over the lines. Actually start painting over your lines with color, and shade the volumes in with highlights and shadows (DON'T USE THE FILL TOOL TO COLOR THINGS WHEN YOU'RE STARTING, PLEASE). And look at the resources Pixelation has on color selection, they're good reads.

I'm just saying this because I've made the mistake of trying to make "perfect" lines, before shading colors. And then when I was satisfied with the lines, filling it in with color just looked terrible.

Anti-aliasing is something you do AFTER you've got your colors placed and you want to smooth out the details. Don't worry about that. Just post again when you have... more to actually make remarks on.

46
Pixel Art / Re: Robot...flower.
« on: October 10, 2008, 06:12:42 am »
I agree with the critique that the metal should be more... colorful. But I'm thinking rather than blindly changing colors for the metal, you should take the flower color into account. Metal reflects a lot, so you should see the colors from the flow in the shades of the metal. So you should bend the metal shades towards red.

Here's an edit with a palette adjustment and adding in some tiny reflection of the flower to your robot:


Basically, the dark spots become a slightly saturated purplish, but it should be relatively grey, and then as you go up the ramp, the colors should become less and less saturated. Experiment with a bunch colors for yourself! It's fun once you get the hang of it.

Cool robot at any rate! Keep up the good work.

Might look better with a bit of anti-aliasing for the shades next to the outlines too. And shade in the flower petals and detail the stem a bit!

EDIT: Oh, and now I realized you weren't looking for critique on this sort of stuff yet. :/

47
Pixel Art / Re: My grass can beat up your grass!
« on: October 10, 2008, 05:23:22 am »
Hmm, yeah, I see the giant dark horizontals there, I'm just unsure how to tackle breaking up the line there at this point without having to completely redraw a bunch of grass.

And okay, I guess you're right about the water there. I sort of drew the water independent from the grass, and THEN made the grass edges. Still-looking water tiles and flowing streams are a good call. Mixes it up a bit, too!

48
Pixel Art / Re: My grass can beat up your grass!
« on: October 10, 2008, 04:27:59 am »
Okay, to be quite honest, I think my bottom most piece of art was pretty weak.

This is why I shouldn't be drawing at 3 am evidently. I mean, usually faults in drawing are less evident when you're really into drawing something, but it's just bad when you don't have sleep. It looks very WIP and unfinished.

I'm gonna remove that. If you really want to see my insomnia-induced scribblings of a flaming toadstool and a very poorly drawn bee, you can go here: http://www.bananattack.com/stuff/art/firemushandbee.png

Anyway, rather than TRY and fix that, I'd just appreciate any critique on the tileset I have there. Would a mockup of some sort using the current tiles help? Would you just like to see MORE tiles to go with this grass which seems to be the main thing anyone ever draws as a starter tile?

EDIT:

Here's a mockup, demonstrating the grass and water. Just so you can sort of see that it tiles okay and so forth.

49
Pixel Art / My grass can beat up your grass!
« on: October 06, 2008, 08:25:48 am »
Here are a few tiles I drew.

I was practicing a new way of making tiles. Basically, I do a tile by attacking it a corner at a time. I do the top-left tile, then I make a top-right tile by sandwiching it between two top-lefts, make the bottom-left by sandwiching between top-lefts, and make the bottom-right by sandwiching between the bottom-left and top-right. Then I just went through and gradually adjusted things.

I think it turned out well, especially for my grass. The sand there is a little weird because it's supposed to be checkerboard tiled, but it's okayish.

Here's a picture showing rough progress of the grass artwork along with palette fussiness:


EDIT: This was originally an art dump, and I had a really poorly drawn flaming mushroom and a bee, which I thought was good when I was sleep deprived. Yeeaaaah, I got rid of that.

Instead, just give me your feedback on my tiles!

50
Pixel Art / Re: Resonance - A metroidvania-style sidescroller
« on: August 07, 2008, 05:26:32 pm »
I wasn't sure about the hair highlights yet, LordFred, since I'm trying to avoid a super-anime style for my characters. So for now at least, that's stayed the same. I'm probably gonna add some highlighting, but not quite as shiny as Helm's.

Also, good eye ptoing, I didn't notice the back just sort of ended like that, at 2 am last night. Hopefully this addresses that. I also corrected the coat edges on our right side, since they were just a vertical line before, and and also didn't give a good indication of where the arm actually was.

I'm not sure if I corrected the proportion problem between the torso and legs yet, but I did adjust the coat a bit to try and make it end more around his waist?



Thanks everyone! I'm almost thinking this guy's ready to animate. But before I do that, I'll address any major problems left, and I probably will get around to fixing some of my tile artwork there.

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