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Messages - Lakelezz
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61
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: August 04, 2014, 09:26:58 pm »
Okay, I made quite some interesting decisions.
I will let another character walk into the scenery and let him fall to the ground. Then the monster will "hatch" out of him.
This is what I got until now:



Please recognize it is still work in progress, specially the last frames need quite some fixing on the outline and so on.
However I have got a question before I continue:
When you take a look at the monster's "blade" on the upper images, the blade is in the front (it's left arm).
But when the monster is hatching, the blade is on it's right arm (in the front again).
As we discussed this already: What do you feel like is more important now? The logic behind the piece (the blade should stay on one certain arm) or the clarity (the weapon should always be in the foreground / in the focus)?
I have an argument speaking pro the clarity decision:
If I would let the girl change her direction and she could hold the weapon with one arm (any weapon), I would let the weapon stay in the foreground, too.

I am looking forward for your ideas, critique, and solution for this "problem between logic and clarity".

62
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 22, 2014, 01:47:43 am »
Thanks a lot for your comprehensive feedback which is much more than "your two-cents", haha.

I edited the GUI a little bit. It was of course not sorted yet since I was not sure if I am going really to implement it, but I guess so.
About the HP, the number is just secondary. The bloodbag would lower it's volume when the girls gets hit.
Increasing the number size would look weird. I do not want to let the GUI be in the focus though. Any suggestions?

On the game-wise side, I was thinking about much more freedom: The player can decide which of these GUI-Parts should be displayed and also which GUI-Parts should only display if they reach a certain value (dangerous-mark).

The ammo had infinite bullets due the idea of the loop. She would camp there while the animation repeats and repeats. However I changed it now (the number is still to be edited), to represent the threat of survival she is in. Thanks for this hint! Infinite sounds pretty "overpowered" and "boring" - specially in a survival.

I am missing the the thirsty GUI but I do not know how to display being thirsty. First thought: A plant in a pot.
The idea is funny but when I looked at it, it was more like "meh". Maybe I have to reorganize on this. I tried using the cut-view into the plants inner being and filling this with water.
But this feels not good and is not really expressing the need of water.
Making the plant dry feels maybe too unique in comparison to the other GUI-parts and too hard to predictable.

Also the brain is containing the sleep-meter, too. I guess this is okay.
There are also plenty of other ideas for the upper part of the GUI. Plasters, painkillers, ... all kind of usable items.



As for the monster: I edited it. Made it bigger and scarier. More blood, more bones, and better shading.
At the moment I am also working on its appearance. I got a little animated example for this.

First there is nothing. Just the girl heard something from the rather silent night.
Then something attacks the door. The door gets strongly damaged and then, after another attack, a monstrous blade (made out of bone?) shines through.
The light turns off. I might add a lamp, working and then stopping to work. I need to change the window-light-management, if I want to go for this idea.
Maybe removing the right window or letting it be nailed with planks?
The light returns, maybe rather powered by a short lightning than the lamp itself.
From this lightning the monster can be seen and it will start to try to attack the girl.



This is just a rough "sketch" animation to visualize the main idea. The first frame, when the door starts to break, is way too fast, of course.
I mentioned the rest already, though (concerning lighting).

Thanks for reading! I would really like to hear your thoughts or to see your edits (if needed to visualize your ideas)!


63
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 21, 2014, 12:30:49 am »
I made quite some big changes or rather added new stuff.

The monster is now added but I feel like he is not really fitting due the lighting.
The GUI is changed now but I am still thinking of removing it. What do you think?

Also I tried to do some saturation changes:


Here is the original one, without saturation changes:


And here is how I think the monster should affect the viewer in terms of terrifying.
It melts into the background - is only partly visible, strong contrast.
But this wont work on my piece, I guess.



64
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 19, 2014, 01:00:47 am »
Thank you for your feedback, Phlakes! It is true that the character is quite bright. Originally she was meant to stand in the light but I guess this is not gonna happen anymore.
But the lighting is not from nowhere. The lighting actually comes from the left.
I will have to make my mind up about this. Because one problem is the readability. You mentioned the priority problems already: If I would use the idea of your edit, she would probably drown in the piece again.
Also what astraldata recommended, to lower the contrast, is still an interesting idea. On the other hand I feel like it works even without lowering the contrast.
But I see that the ideas about the contrast are stacking up so I probably need to do something about it.

However I tried to show what I meant on this following picture - placing her into a light ray. She does not fit completely into it.

I also added a GUI, just as a test for now. Does it look okay or does it even destroy the picture?
Though I really wanted to try this idea out:




The usual one but with GUI:



And without GUI:




65
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 17, 2014, 01:11:56 am »
Some more changes!
I still did not work on the contrasts but I will take your feedback into account of course.
However it is rather easy to work on the palette in the end than working on the animation. So before I am going to struggle about the changes, I wanted to get some more other stuff done.




The recoil is now stronger, added one frame for it.
I added a opening door and converted the colors into the new palette.

Concerning the way the door opens and stops: I am still thinking about this. It was planned that the door opens and that the zombie runs into the screen behind from it.
Does the angle of the door look "off" in the last frame or at any frame? I am not entirely sure about this.


Additionally, should I give the door more depth? Is the door too flat?

66
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 15, 2014, 12:27:44 am »
So, I did some edits and also started animating the whole thing.
Sadly it feels really hard for me to change the contrast of it without destroying this certain feeling it gives me - I would appreciate to see an edit of your's, AstralData :)
And of course I am still looking for more opinion about the contrast and the general piece.

This is the static one, without animation:


Here is the animation:


It is of course only the base for the shooting and not completely worked into the progress. I still need to create the Zombie/Monster, the opening door, and so on.
Without these it would be pointless to perfectly adjust the shooting now.

I also did some changes on the table and improve the line direction :) !

67
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 14, 2014, 12:24:57 am »
Yes, it is improving actually, at least, haha.



This are some really good tweaks and major fixes - I guess.
Stava helped me quite a lot with it. However I have to ask what do you think about the table? He said, they were looking flat and boring and somehow off.
Though the pattern might not fit. It could be some sub-shadows in the shadow but this would make no sense since the rest does not have such details.
Rather it represents the idea of some pattern on the surface. Should I work more on them and actually implement them (adding them on the other table).
Also thinking about adding it onto the bar (some similar pattern) or would this be too much? Because that is my fear. This got cleaned up so much which helped the readability quite a lot. It would be a shame to destroy it.

Thank you PixelPiledriver, I will of course keep my old steps. When I said "delete" I meant to try it again with no old base (or all kind of base) at all.
I really like your piece but the genre of it is not fitting, haha. For me it looks like a splatter-shooter :P But I will keep this body-logic in mind and also the way of 'development'.

Oh and yea, I went for the strong contrast since it gives me stronger feels. I still would like to take more opinions into account.

Thanks to all :)


68
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 13, 2014, 12:42:20 am »
Thank you all!

I made some edits and tried to cover up all mentioned things.


On this one, I tried to make the contrasts much stronger. The character would stand in the light in the end.


The usual way it would look.

I might change the door, too.
Do you think the contrast is too strong?
The warm colors were eliminated. I like the new ones more. They express the night much better and have this cold breeze feeling which is laying in the air - just as a metaphor of course :P
Also I added some dither to the light beams.

Additionally I tried to fix the angle of the arm - rather adding the elbow. Also focused more on the volume than the outline, as astraldata, recommended.
Good tip! However I need to get used to this way of creating first, haha.


69
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 12, 2014, 09:49:15 pm »
Oh, I mentioned it before. I changed the time to night. So the outside will rather be pretty dark and there would be no reflection on the outdoor.
The lighting is still a total mystery for me. I did no change on it since I am not quite sure how to handle the weak moonlight and also if the moonlight would even really be that strong like in this picture. Probably my shadowed are not purple/blue enough as a night is existing as a thought.



I tried to work with the reference and of course used my body, too. However it still looks terrible. I do not know what I am doing wrong but it feels like I am not making any progress.
The arm feels awkward but arms are difficult for me in such a low resolution.
In the end it is just me and I am not even quite sure if I will ever get this picture done. Everything is keeping me struggling so hard.

70
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 12, 2014, 11:27:03 am »
This so much at once. Next time I will go for a scenery I will twice about it.

Some small changes. I tried to draw her back "into" her body while bottom is rounding up to this point. How it should be since she is holding her right leg into the front, which is moving her bottom to the side a little bit.


I cannot change the total back line since she is standing straight. Nobody would bow forwards to shoot due some distorting chances - I guess.

I could stress her backline much more, so I would dot into her.


The lighting is making me totally crazy. Since it is all from the angle, there should be different points of collision on the ground.
Then I thought about something much more problematic. Since light is entering the inner of the building via a geometric form the light wont enlighten the wall. So I would have to make the wall all in dark, should not I?
Due this form I should also change the look of the colliding point fitting to the entering form?

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