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Messages - NaCl
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21
I feel like awards, points, leaderboards, etc... only encourage insubstantial contributions. What makes this forum special, to me at least, is the focus and substance of what happens here: people sharing their knowledge to help others grow. The cornerstone of the forum is this critique process and I think any change should be to support this process.

I do however think Atnas makes a good point about HD and 3D art. I wouldn't agree that pixel art is dying, but if we could build the same productive community around these forms of art, in addition to pixel art, I think that would be nothing but good. One simple change could be to separate the low-spec forum into two different forums. One for HD art and one for low-poly 3D. Right now that forum is a very awkward mixed bag. I think that awkwardness is one thing preventing growth in that area of the community.

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You helped make this community the amazing place this it is! Thanks for that.

23
Pixel Art / Re: Platformer character animations
« on: January 27, 2014, 11:11:43 pm »
@cels and Savick: Yes, you're exactly right. Here is a rough first draft of the new running jump animation. Still needs some tweaks but leading with one foot makes much more sense



@Tapsu: Good feedback, thank you. I modified her legs a bit so in the impact frame, they aren't already kicked almost all the way up. Looks better. I like the way you get the body moving in the slash animation. I will have to play with that and come back with something. Thanks!


24
Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: January 24, 2014, 12:52:19 pm »
Hey, this is looking really nice. Love the look and feel of it. My only suggestion, is that the colors are all a little hazy, they look washed out. This could be due to a difference in the calibration of our monitors. Here is what I mean:



If the left side looks too murky, then it's probably the monitors.

25
Pixel Art / Re: Goob throwing a nasty bone and licking itself
« on: January 19, 2014, 12:21:17 am »
I think you're still being too timid with the wind up. The follow-through is much better, however. Look at how in Cyang's edit, he really wrenches the bone back, before snapping it forward. I suspect that one problem is that you're not drawing every frame. Rather, modifying each previous frame. This isn't a good practice because it will make you timid with your movement, and the movements will generally be stiff. If you draw every frame by itself, you can get the thing moving properly.

26
Pixel Art / Re: Platformer character animations
« on: January 16, 2014, 09:14:48 am »
Wow, thanks PPD. Your post really illuminated some concepts I only had inklings about.

Quote
There's a couple things about the run.
I think its that the green line on her shorts is mostly suspended on the y axis.
The knee also seems to have the same thing going on.
Also the foot while on the ground slows down from the spacing.

Good catch on that. I tried to fix it up. I made her knee raise up more before extending, I think it makes the run more dynamic. Not sure if I completely resolved the issues however.



Quote
I hope you are somewhat kidding here.

Half kidding. I see that you didn't invent this technique, but its application here was really effective and all I could do was basically the same thing.

Here is a running jump animation I'm working on. I don't like how the legs come together in the landing, but I'm not quite sure what to do with them.


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Pixel Art / Re: Goob throwing a nasty bone and licking itself
« on: January 15, 2014, 01:07:35 am »
Well the thing will only move as fast as its position changes per frame. If you want something to move slower, you just move it less for every frame.

28
Pixel Art / Re: Goob throwing a nasty bone and licking itself
« on: January 15, 2014, 12:27:19 am »
Hey Zizka. I like your guy, he's cool. I did a pretty rough animation edit. I think you should be a little more bold in deforming and moving the different parts of your character. In my edit I tried to make a bigger wind up to the throw. I did so by moving his body more, and keeping the movement on his arm on its own trajectory, not locked to the movement of the body. If I was going to make this into a complete thing, I would probably take it even farther.

Another thing I would do, would be to keep the animation moving after he throws the bone. Right now, he locks up while the bone is moving. As he throws, he puts weight on his front leg, bending it. After releasing the bone, he should rebound from this impact, and continue that reverse momentum into standing up normally. His throwing arm should have some follow through after he releases the bone.

Speaking of weight, try to picture where the weight of his body is. In yours, he puts all the weight on his back foot as he winds up, then it slides back as he throws. This takes a lot of energy out of the throw. In mine, that foot with the weight on it stays planted, pushing his body forward with the throw.


29
Pixel Art / Re: Platformer character animations
« on: January 13, 2014, 11:10:24 am »
Wow, thank you PPD. There is so much in your edit that I need to go through and study. Lots of really cool touches, you really started to bring the character to life in the way I wanted. I figured I would start with the hair. It's obvious now that I was being way too timid with animating it. I tried to bring more life to the hair in the run animation, but I feel like I over-did it a bit.



I'll be posting more as I dig through your animation and try to apply ideas. Thanks again PPD  :D

Edit: played with the hair on the standing jump, too. I ripped off your way of having the character bounce up a pixel after standing ;)



Edit 2: Reigned in the movement of the hair. Worked in some of PPD's ideas from the slash

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General Discussion / Re: Why do we still use pixel art nowadays ?
« on: January 13, 2014, 03:42:36 am »
I feel like the advancing technology has created an illusion of continuous "improvement" in graphics. The assumption is that graphics were always trying to approach something that looked realistic, but the technology was holding that back. As technology improved, artists were able to move closer to this ideal. I simply don't think this is the case, and I think that people who consider pixel art to be simple nostalgia or retro are confusing the advancing of the technology with the improvement of the art.  In fact, I think if computers sprung forth with the capacity for complex realistic 3D graphics from the start, pixel art (or something like it) would still exist. That's because the computer screen is made of pixels, their manipulation and mastery is inevitable. Higher level techniques that obfuscate them (anti-aliasing and such) are secondary.

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