Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - heyguy
Pages: 1 ... 19 20 [21] 22 23 24

201
Pixel Art / Re: [WIP] [C&C] WrestleBot Character
« on: September 14, 2015, 06:28:04 pm »
Hey Gil, thanks for the great feedback! I totally forgot I was doing some hardcore pillow shading. I kept banding in mind but I know I have banding, especially around the neck. I'm going to take another crack at shading later tonight!

202
Pixel Art / [WIP] [C&C] WrestleBot Character
« on: September 14, 2015, 08:17:56 am »
Hey all! So I'm working on some Mega Man type game and I've drawn a bunch of anime-style robot enemies. This guy is sort of like a Sumo wrestler or regular wrassler, slightly inspired by E. Honda.

I'd appreciate any and all critiques regarding the character. Right now, I've got a little white skirt thing going on around his waist and I'm not sure if I like or dislike it. Not sure it reads properly. It looks better in my drawing. Also, the face...not very Mega Man or anime inspired. Guess I need some googly eyes maybe? I will animate this guy too. Idle, belly flop, shoulder charge/dash, thousand hand slap E. Honda style, grab move, turn. That seems enough animations for a boss I think.

Anyway, would love some thoughts and comments on how this can be improved. Thanks!


203
Pixel Art / Re: They played us like a damn fiddle!
« on: September 14, 2015, 07:37:15 am »
Yah, it doesn't look like he's saying what he should be saying. I agree, lots of banding on the pipes too. I hope you can add more frames and the correct mouth movements! Looks cool though!

204
Pixel Art / Re: thoughts on RPG tileset?
« on: September 14, 2015, 07:32:20 am »
Very lovely. I think I can see some cast shadow on the houses but the shop still sort of looks kinda floaty. Perhaps you can add some more shadow on the ground cast by the door frame. Or a single darker line of shadow underneath the shop. I'm not sure I agree with Joe about the the steps going up to the next height. It seems clear to me. Maybe you can add a lighter shade in the center and keep the edges by the cliffs a little darker to alleviate what Joe mentions.


205
Pixel Art / Re: [WIP][C+C] Waiting for Godot Scene
« on: July 16, 2015, 02:29:17 am »
So some people have already brought up the perspective "issue". I say issue in quotes because really you can find tons of examples of games breaking or combining perspective. I like the detail of your characters but the scene seems sort of flat. What I would recommend is create a clearer foreground, middle ground and background. I like the edits the others did. What I'd do is add a long straight tall stone wall that you can tile towards the back (behind the tree) and add a building or anything behind that wall.

Since we're talking about perspective, I figured I'd share these game related game perspective links  ;D I can see side scrolling brawler perspective from this scene.

http://www.cs.cornell.edu/courses/cs3152/2013sp/lectures/15-Perspective.pdf
http://opengameart.org/content/chapter-3-perspectives

206
General Discussion / Re: android pixel art program?
« on: July 15, 2015, 01:35:35 am »
I found a new program called Pixly. It was just recently released and I saw it advertised over in the gamedev sub-reddit. Here's a link!

https://play.google.com/store/apps/details?id=com.meltinglogic.pixly

207
Pixel Art / [C+C][WIP] Robot Character and Animation
« on: July 13, 2015, 10:33:14 am »
Hello all! Posted this over in the pixel art section but I think it would behoove me to post it here too.

So I'm working with some mates on a 16-bit Mega Man type game. I created what I've called Brainbot and I've started animating it. I'll be honest, this is unrelated but I'm having second thoughts about this brain/tank section of the robot and would like to change it. I don't want to change much, just turn it into some sort of simple robot or eye cyclops face. Brainbot doesn't seem very Mega Man-esque unfortunately! I'd really appreciate any feedback on the character design and pixeling but I'm mainly here for animation critique.

So I've created one full idle animation and I'm working on a dash punch animation. I'd really love some feedback on both. Playing Mega Man X - X3, I see a lot of bosses have minimal but expressive frames of animation. I've got more attacks and more characters to create so I'd like to be efficient just how Capcom was. I'm also inspired by Street Fighter 2's animation, a lot of cool quick 3 frame animations.

Here's my current wip animation for the dash punch. It's 22 frames and I'll have to draw the robot in 3 different positions, not including the idle position. My post on the other board has an older version of the animation. So I feel the frames after the punch, especially where the robot goes back to the idle animation aren't looking as good as they could be. What does everyone else think?



Here are two different idle animation. The second one has an older version of the character. 6 frames each. Which one is better? Neither? What can I do to improve it? I like the first one but don't like how the arms jitter at a similar rate.





One thing I foresee as a problem. The robot has two unique arms. I'll have to make unique sprites for  when it's looking in either direction right? I guess I don't really haaave to do that but it's be gnawing it me for some time. I've created the robot in pieces so maybe it'll just be a small amount of extra work. Anyway, thanks for reading!

208
Pixel Art / Re: [C+C] [Wip] Sci Fi RPG-Map
« on: July 11, 2015, 08:33:40 pm »
Hey I like your pixeling so far but I don't get a Sci Fi feel from this scene at all. I know you mentioned it already but it looks very very Pokemon like, not Sci Fi at all. I get a basic town feel from what you've created so far. Maybe a poor town, mud huts sort of feel.

I agree with Pypebros regarding the roads not quite looking like roads. Add some cracks, dividing lines, etc to really sell it as road.

209
I feel that the grass needs a bit more contrast. Maybe you can add one more color, a dark green shade, to the grass. And this definitely needs shadows being cast by the elevated terrain so it doesn't look flat. I think you're onto something by making the grass on the elevated structure have higher values of light. I think that works. Flora can also help the scene too!

210
Pixel Art / Re: [C+C][WIP] Robot Tank Character and Animation
« on: July 11, 2015, 11:29:10 am »
Just a test animation for the "Dash Punch". There's something about the end of the animation I can't seem to get looking "right". It need more slow down I think I like this overall though and it's got potential to be the final animation. I can start making polished line art for this now? What do you guys think? What does everyone think of the timing of the attack animation. And what about the timing of the idle animations? Attack animation is (right now, constantly updating)20 frames and idle animation is 6 frames.



I also tweaked the bright highlights and tweaked the original idle animation. Added a slight jitter to the arms and its moving up and down with the torso instead of the opposite way. Is this idle animation better than the other?



Right now I'm not satisfied with how the water tanking storing the brain is looking so I need to look at that right now. Any tips? It's a glass tank. I just had a thought of having an animated sprite type highlight glare that travels up the glass tank and fades in and out...maybe that could help sell the "look" and believability? The simple baby blue bothers of the water bother me too. Maybe bubbles traveling inside? Darker shades of watery blue?

One more question, since I'm aiming for an SNES look, I'd like to adhere to SNES color limitations and whatnot. So I'm limited to 15 colors per sprite correct? I think I'm a little above but it should be easy to dial it back.

Haha, quick update! I added that slowdown I was talking about! I think it looks better.



edit - added updated animation with slow down and asked a question about snes limitations.

edit 2 - uploaded an even more updated animation with more slow down, ease in and ease out, etc. What does everyone think of the animation. It's 20 frames.

Pages: 1 ... 19 20 [21] 22 23 24