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Messages - Scribblette
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71
Oh, that's lovely. Someone actually moved beyond the grass tile in their tutorials for once! :D

"The problem is that hair is finer than a pixel and therefore is very difficult to represent. Sad, huh? I guess we'll have to give up."

That made me go lol. :)

Someone here may be able to help tweak the translation if needed. I found the description about hair and the xenodrogen palette picking method a bit confusing, but I don't know if that's the translation, the explanation or the concept itself. Regardless, I'm very happy to see another extensive tute out there that goes beyond AA, dithering & grass tiles.

72
Pixel Art / Re: No name yet[WIP] (I apoligize to Atnas)
« on: July 24, 2009, 05:45:24 am »
If you make an account at Flickr.com, Imageshack or at Photobucket.com, you can use their upload feature pretty easily. Once you've succeeded, you can simply edit your first post in this thread to insert the image. You can edit one of your posts in this thread to ask for specific advice if you're still having random, strange problems, I'm sure.

73
General Discussion / Re: Official Off-Topic Thread
« on: July 24, 2009, 04:57:31 am »
We'll be picking up Psychonauts soon too - the missus just spent all the M$ points I had on songs for Lips. XD

74
All I've seen of it are the screenies at the site. If you click characters and go to individual ones, it shows the animated sprites. *grumbles about them getting away with one idle and one mirrored walk frame as a four frame animation while everyone tells him to actually pay attention to RL*

They're also visible under 'system' and watch for the page 2 tabs.

75
Folk may be excited to hear there's a remake of this happening for the mobile phone. It looks like it has larger tiles - an animated image under the 'world' section shows the forest & crash section remade with a lot more shading. Either 16x16 or something odd.

http://www.square-enix.co.jp/mobile/sem/sobs/ - if the images don't load, switch to another menu option and then return. Many other images of backgrounds available per character clicked on. :)

76
Pixel Art / Whee, muscle babies!
« on: July 13, 2009, 06:45:16 am »


The animated meatbags are from earlier attempts, here for contrast.

Skeleton 2 (up) is simply Skeleton 1 (down) + shoulderblades to see how legs would need to be different per perspective/angle. Skeleton 3 is attempt to compensate for that, but has wobbly knee issues I'm looking to resolve.

Foreshortening on horizontals is also an issue. Stick figure is just flat on. The darker silhouette didn't work out in the legs especially - not enough space to shade in the same style as the female.

Honestly, I'm finding their faces - as a raw template to mostly cover NPCs - just lacks... cuteness. Maybe they need to be a lot more super-deformed - or maybe they're just better off without a visible mouth.

77
Pixel Art / Re: Pixelated anatomy studies [+ new stick animation]
« on: July 13, 2009, 03:46:57 am »
btw, Robotacon, pretty please don't let my confusion put you off throwing in your edits. They've been marvellously helpful - perhaps moreso when they're based off of something I didn't communicate properly, because then I get to stumble around figuring out everything in the vicinity before understanding it absolutely. :)

Atnas, that's right. I messed up a bit - I wanted the perspective per RPG Maker, yet a thread around here had Helm explaining the advantage to having your character look you in the eye. I'm somewhere between wanting the character to look down, yet be able to look you in the eye without looking like they have a funny crick in their neck - between your first and second cylinder there, as you were saying.

...I always thought that the HK and RPG Maker sprites had a shoulder go up one pixel when it swung back, yet on closer inspection now it seems they don't - they stay steady. Huh.

Hrm... drawing is complicated enough as is, and I was hoping to be able to do many different poses (skydiving etc, which brings its own angle issues)... I'll come back to this shortly with the black fellow.

78
Pixel Art / Re: (WIP) Computer Monitor
« on: July 10, 2009, 01:11:33 am »
If you provide a reference you're working with so folk have a better idea what you're aiming for, perhaps better input will come along. So far it looks like an icon of sorts. The P is partly below the line the font is on and the spacing between the letters is inconsistent, which is perhaps why it looks 'sloppy'.

I would suggest whatever you work with next, grab a reference. A picture, a photo, a drawing - and see what happens. :)

79
Something is just not making sense to me. I struggled for ages until I figured out what it was - in short, to me it looks as if Robotacon's edit is being viewed from below - as if it were walking on a glass ceiling. The arms and leg movements seem to be inverted. See his below left, mine on right.



I'm not sure, though. Input appreciated.

AFAIK, forward-down view = right hip twists forward, right foot lands forward, right shoulder swings back.

I thought that from a perspective a little above the sprite, as the shoulder goes back, it goes 'up'. Likewise, the hip going forward would go 'down' a pixel.

If I have this wrong, I am very very confused, as the hip would then be going up the same time as the shoulder, resulting in my anatomy lines (on the far right) having no counter balance.

Apologies if I'm somehow not comprehending the blatantly obvious.

80
Pixel Art / Re: Steam-powered Bridge.
« on: July 09, 2009, 10:33:35 pm »
I thought the ropes looked a little too slack as well. The ground floor furnace is at a different perspective to the one coming out the roof - the shading looks too flat. Perhaps more of a curved base could stick out at the bottom.

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