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Messages - NaCl
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11
Pixel Art / Re: Horizontal Slash [C+C]
« on: December 01, 2014, 10:10:37 pm »
I think the slash itself looks pretty good, but is missing context. The motion isn't set up, and isn't payed off. That's why it looks off. Try setting him up to pull the sword back, and put his body into it, and then let the energy dissipate when he is done. Here is an animation done by Pixel Piledriver that achieves this, while also being quite quick. I reccommend looking at this animation frame by frame to see how he sets up the motion, and how he brings the action back down after the swing is complete.


12
I don't quite see this piece as needing AA. I think AA can be very effective when pixel artists are approaching the work like a painting, utilizing a very tightly controlled palette and rendering. But for something like this with large planes of color, I think AA is not adding anything. Just bringing it closer to a sort of digital painting. I see that you're just practicing, but I do think knowing when to use it and when not to is an important lesson! I feel what would elevate this piece is not AA, but work on the palette. To me, great pixel art lives and dies by its palette!

Also, I don't know if this applies to you at all, but I see newer pixel artists (myself among them) trying to use AA to fix a weak palette. It's hard to get colors that can sit next to each other and really look great, and there is a desire to fudge that by using AA. But that's a mistake. Getting the colors right is too important.

13
2D & 3D / Re: Official OT-Creativity Thread 2
« on: November 01, 2014, 06:25:57 pm »
Hey everyone, a friend and I made a little game in 30 hours for a game jam. I think it came out pretty cool. It's a game where you arc electricity onto electromagnets to pull yourself towards them and climb as high as you can. You can play it in the browser here:

preece.itch.io/arc

14
General Discussion / Re: Children of Morta
« on: October 07, 2014, 01:08:16 am »
This looks seriously fantastic  :y: Love the emphasis on motion

15
General Discussion / Re: Modern day pixel art?
« on: September 03, 2014, 10:54:15 pm »
I personally really like the style. While I think it has roots in "retro" video game graphics, I do not think it works simply because of nostalgia. If anything, our childhood experience with pixel graphics predisposed us to "getting" the aesthetic, so that we can now build it out as its own thing.

I also think it is a good style for an interactive medium like video games (where movement is the essential aspect of that interaction), because it lends itself well to being animated. Not just because it is simple and relatively easy to produce, but because there is something inherent in it that allows the artist to capture exaggerated movements that are entertaining. The same is true for the "cartoon" style. These abstracted forms with very little rendering are extremely effective at capturing interesting movements. In other words, a single frame of this style is not designed to stand up on its own. It's designed to stand up in the moving interactive environment of the video game.

I see a sort of backlash of people saying it's a gimmick, overdone, trying too hard to appeal to nostalgia, etc... But if it's a gimmick it is an undeniably effective and productive one.

16
Pixel Art / Re: Tiles C&C
« on: February 27, 2014, 12:51:13 am »
It looks pretty good, but I think the colors can be a lot better. Right now they're all pretty blah and homogeneous. Get some more saturation and contrast in there. Also, it's hard to work with massive images like this. Better to provide the components, or at least a smaller use of them, so people can tinker with it for feedback. I messed with the colors a little bit:


17
General Discussion / Re: Community Problems
« on: February 25, 2014, 05:37:34 am »
I'll just throw my experience out there, as a counterpoint. I came here with essentially 0 art skills and 0 pixelling skills. Probably 95%+ of my time was just working on my own, trying to figure stuff out and make it work. Then when I hit a plateau, I'd come here to see if someone could help me move past it. Sometimes, I would get responses that were amazing and helpful (I remember some great ones from Helm). Sometimes, I would get responses that were good, but not revelatory. And sometimes I would get nothing. But anything I got, I would try and learn from if I could (often, it was way over my head and I was simply not good enough to learn all I could from it).

I also started giving critique. When I picked something up, I'd try to pass it along to other newbies. Honestly I learned so much from doing this, trying to create edits. Did I have a big impact on anyone? Almost certainly no, but there were a few times where I really helped people and it felt good. And from doing these edits and trying to see what could be improved about a piece, I got better.

Perhaps you're focusing too much on what you think you should get, what you're entitled to, and too little on what you can give back. Plus, when I look at your posts I see loads of good feedback. Lots of it you dismissed as outside your skill level or ignored.

18
Pixel Art / Re: Puppet Animation: how when and why?
« on: February 05, 2014, 11:02:30 am »
I personally do not care for this type of animation, at all. The benefits as I see them are purely logistical. Traditional frame-by-frame animation, when done well, captures the illusion of movement and becomes inherently entertaining to look at. With puppet animation, the shapes that compose a thing don't really change. This kills the squashing and stretching and deformation that are so important to the illusion. Also, it really locks the form into two dimensions. Even with a fixed camera in a game, the frame-by-frame animations can play in the 3rd dimension all they want by rotating, foreshortening, and so on.

19
Pixel Art / Re: Girl with a gun - Shooting Animation [WIP][C+C]
« on: February 03, 2014, 11:18:27 am »
Cool animation! It does lots of things well, I think you have a good eye for animation. One thing I think might help you though, is the way you time each frame. Right now, many frames have different timings. This might seem good at first, but it really makes things way more complicated and difficult. With a regular frame timing, each frame represents a certain amount of time, and more importantly each unit of space represents a certain amount of movement between frames. For instance, if you have a single pixel moving one pixel every frame, a regular frame timing would give you regular movement. If the frames all had different timings, making that pixel move at a steady pace would be very difficult. With animation, everything involves the change in position between frames. So with an irregular frame timing, you need to account for both the amount of movement and the amount of time represented by that frame. Very very tricky.

I can see you are trying to make quick things happen quickly by reducing the frame time. But there are better ways to represent the speed of an action. Remember that the distance an object moves between frames corresponds to it's speed. For the gun recoil, it is meant to move quickly up and then slow down as she gets control of it. The motion blur you use for the gun, is actually a product of film. In film, each frame represents some unit of time (same as in animation). If the shutter speed is too slow, all movement occurring within that frame time will be captured (making a blur). That's why a motion blur makes things look quick, it represents to the eye a lot of motion in a short amount of time.



In the edit, I did a few very simple things. I made the frame timings regular. Then, I combined the muzzle flash frame (too quick to be represented by its own frame) with the first recoil frame. Finally, I increased the amount of recoil experienced and the response to it. The edit is still flawed. It seems to "catch" a bit before the recoil. This is because the muzzle flash frame has a small amount of change in position from the last frame. The frame after moves a lot more. Anyway, hope it helps a little bit.

Keep up the good work, I like what I'm seeing overall.

20
Pixel Art / Re: Beginner [C+C]
« on: February 03, 2014, 10:44:11 am »
The most effective way to get good critiques is to post a single piece, and work on integrating the feedback on that. This way, you can learn from what more experienced people tell you and show you in their edits. For instance, you could try to get your armored troll-man a little farther along and then make a post dedicated to improving him. I think your results will be best if you get him as far as you can on your own first, though.

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