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Messages - robotacon
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191
Pixel Art / Re: Indie game dev project <- starting with the peoples
« on: July 17, 2007, 12:29:39 pm »
Actually I take back that the legs need to be on the ground for only a few frames.
You can create running cycles that only leave the ground for a single frame and it still looks awesome.

192
Pixel Art / Re: Indie game dev project <- starting with the peoples
« on: July 17, 2007, 09:44:30 am »
It's a slide because you have animated a walk and is using it as a run. For a run to work the feet needs to touch the ground only for a couple of frames.

I think the animation is a good start. I would animate it differently but you should definitly go for your own style.

A couple of pointers:

The arm shrinks when it goes back. This is because his shoulders does not move.
I'd say that there is too much foreshortening on his left leg.
It looks like the character is floating on his step. This would work if it was a run but it doesn't look like he's running, it looks like a walk.

This reminds me of the grandaddy of every FPS, RTS and Hack n' Slash: Gauntlet!!!
Don't make it into a Final Fantasy clone, I'm terrible tired of that estetic.

193
Pixel Art / Re: [WIP] Demons [nudity and gore]
« on: July 17, 2007, 06:54:19 am »
I just figured out that there is a face on the torso of that floating freak.
Was that intentional? It looks kinda like Beaker from the muppet show.
Perhaps make it scarier?

You could bend the ribcage down so that it looks like fangs and add actual eyes to the nipples.
Parhaps add a tongue that comes out of the belly.

Regardless of it's a great design already. Where the head once was is quite disturbing.

194
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 15, 2007, 08:59:29 am »
I've now taken Helms advice, or rather just multiply the foreground tiles with 58,105,139 to get a background palette with a blueish tint.
I suck at picking out colors manually so I'd rather trust automation to pick colors for me.



While going through my files I found the setup file I used for creating the tile grid that I've used. I figured someone might find it useful.



Step 1. I first started drawing the layout of the screen at 1/8 the size before resizing it to 256x192.
Step 2. I then created an area 6 pixels smaller from the edges.
Step 3. After that I created an area 8 pixels even smaller.
Step 4. Finally I applied a 8x8 grid on top of the whole screen.

With this setup I could get a quick start and continue drawing the actual tiles in Pro Motion with the Auto Tile Completion tool.

The plan is to create most of the map using a simple bitmap and have a translator create the final map file.

195
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 14, 2007, 09:14:29 pm »
Thanks for the good feed-back guys.

Helm:
I like the cold background on top of the warm foreground. I'm not sure about dropping the 100% black though, was that on purpose?
Currently I think I did something along the lines of just darkening the background by 50%.
I'll see what I can make with complementary colors.

Feron:
I plan on having destroyable tiles so if you splash them with acid I'd think they would melt.

Crow:
I never did play Heart of Darkness but I take that as a complement.

Again, thanks for the help.

196
Pixel Art / Re: Indie game dev project <- starting with the peoples
« on: July 14, 2007, 08:36:22 pm »
Much better, they look more consistent in that last grid.
I like the new position of the eyes. Now they are distinct from the ears.

Is that just a template that you will use for different characters?
If they are let us have a sample of how they will look too. Clothes, hair etc.

197
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 14, 2007, 11:45:29 am »
I see what you mean. Perhaps it shouldn't look like piss but I'm happy to hear it looks like liquid.
Making people melt sounds like a good idea. Would be hell to pixel though.

The green stuff is supposed to be organic like grass or some space fungus thing. The ground tiles are irregular bricks/rocks and everything between is just dirt, mud and stones.
I wanted to get a feeling of something not exactly human but still humanoid.

Here's the latest update, did work mostly on the HUD.

The ammo section should only show the ammo for the current weapon.
It now displays ammo for the stun-gun, dart-gun, acid-jet, rocket-launcher and the grenade-chucker.



I feel that it's not as other-worldly as I had hoped for though, currently it almost looks medieval which wasn't what I was going for.

198
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 14, 2007, 07:56:06 am »
Looks like it would have the same force as a super soaker, not a fire hose. But I think it's fine since things needed to be exaggerated here and there. I hope the "shot" looks different, I guessing that's a fill in.

What do you mean? You think it should have a longer range?
Explain what you think is wrong.

I had in mind something stronger than a super soaker, for all we know it's an electrically powered acid-jet.
Perhaps I should have made it fire at least twice as long.

199
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 14, 2007, 07:31:20 am »
I've added another weapon to the arsenal. The idea is to use a particle system for the acid later on.
It looks like it could be a pretty useful weapon to fire on enemies that are below you on another floor perhaps.



I tried to make it look like the acid jet is heavier than the hand gun. There are so few pixels to work with though so I'm having a hard time with the arms looking too stiff.
Tilting the gun when running is out of the question and finding an elbow is really hard.

Also, wouldn't it be great if you could see approximately how much acid you have left by looking at the canister? 1 px per 8 shots would make 40 shots per canister.

200
Pixel Art / Re: [WIP] Demons [nudity and gore]
« on: July 14, 2007, 07:05:26 am »
You've got some crazy mad dittering skills. I think the 2ndary light source does a lot for the demon skull.

I guess it's just a matter of how you work but I like the effect you got now having part of the skull in high detail and other parts out of focus.

I would try and keep some of that and not make the entire skull in focus.

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