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Messages - michelcote
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11
Pixel Art / Re: Struggling with animation
« on: September 21, 2014, 07:14:44 pm »
PPD: GraphicsGale. I had transparency checked on both the layer and frame property windows.

12
Pixel Art / Re: Struggling with animation
« on: September 21, 2014, 06:53:28 pm »
Slapped together an edit for you:

Moved the closest shoulder forward on stride for 2 frames, looks less stiff. I planted the sprite on the bottom of the image and noticed the feet seemed to slide along the floor, so I lifted the feet on the upsteps. I also swapped the furthest legs wholesale between frames 1 and 8. Slowed the animation down by increasing the delay by 1 fps per frame. The up & down bob wasn't consistent, so I fixed that too.
Something I didn't illustrate in my edit: the furthest arm's motion could match the other more closely.
Great job otherwise, the arm "breaks" look good too  :)

PS I can't seem to fix the transparency issue your image is having  :blind:

13
Pixel Art / Re: Castle Fade: Animation
« on: September 21, 2014, 04:24:53 pm »
The blade's motion looks great so far, except for that stutter on frame 5, maybe the hand should be shifted to the right a pixel or two. Looks nice, can't wait to see with some detail added. Also on frame 5, the further hand's thumb takes up the same spot as the tip of the sword's hilt on frame 4 and mucks up the animation a bit. Maybe move the hand down so there's more "change" there from frame to frame. Keep going!  :y:

14
Pixel Art / Re: Game spritesheet
« on: September 15, 2014, 04:15:32 am »
Heya! The character is cute, reminds me of Gussun Oyoyo. I did some edits:

Palette: I toned down the saturation on the sky blue. Saturation is a great way to give visual cues to the player, important things like your health bar, character and things he can interact with should be very saturated to make them "pop", while far background elements are less important (strictly gameplay-wise) and should be toned down.
I illustrated on the tile the ambient light's colour (the sky) will be reflected onto the shaded parts, and should be hued blue; the highlights should show the pure (white) light.
Tiles: Honestly not that fantastic at them myself  :blind:  Though your tiles are quite large, you can pack a lot of detail into them if you want, like the teleporter half I tried.
Character: Fixed the head a bit, adjusted the palette a bit. Made the legs less stick figure-like, added a bit of detail. Again, he's quite large.
Also I kinda like him without arms  :y:

15
Pixel Art / Re: My First BIG Game
« on: September 09, 2014, 03:44:29 pm »
On the running animation, the shirt's logo doesn't look consistant. When his left arm (furthest from the camera) goes forward his torso should twist to face the camera, so the logo should be facing us too (frames 15 and 16). It kind of "snaps" right now, and doesn't look good.

16
Pixel Art / Re: [C+C] 32x32 Game girl sprite
« on: September 09, 2014, 03:35:39 pm »
The step-stepping legs and feet are cute. The jitteryness of the hair is a bit distracting. The 4ch clover could be more readable if you increased the size a bit, and used the darker green in the middle to make the leaves pop a bit more. Maybe reuse the pants colour or white to highlight the gun?
I'd post a 1x animated .gif to make it easier for people to post edits, this forum supports image resizing by clicking/shift-clicking images.

17
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 02, 2014, 08:24:16 pm »

I guess what i can take away from this is that the game as a whole looks too close to its inspiration, and that is setting off some red flags for people. 

Hit the nail on the head. I had a bit of a knee-jerk reaction myself when I saw these earlier. That being said, this looks really good. The only thing that bothers me is that the NES-style backgrounds clash a bit with the character's style (looks like he came out of a DOS-era game). You have plenty of room for both outlines and shading detail, I think. The animations are nice though  :)
The game from your gifs looks rad, and the slash-jump blobs look like a fun mechanic!

18
Pixel Art / Re: Scary forest
« on: September 02, 2014, 03:09:16 am »
The contrast between the red of the sky and the rest of the image muddies all the dark detail. I'd suggest altering your midtones and dark colours so they blend less together, at the moment the image is difficult to see at 1x.
I like the gate detail and the shape for the skull crest's cast shadow!

19
Pixel Art / Re: [C+C] [WIP] Forest level
« on: August 30, 2014, 02:33:18 pm »
You could try making a tileset for your trees and trunks. Here's an early mockup for a project of mine:

and the tiles:

Not the best example, but it might give you some ideas on how to tackle this. I should mention I used some trees from NES' Gimmick! as reference:
http://img.gamefaqs.net/screens/4/7/e/gfs_66546_2_18.jpg
http://img.gamefaqs.net/screens/0/8/0/gfs_59409_2_2.jpg
Make a bunch of generic tiles, some unique ones, and build wholly unique trees all over the place.
I'd also suggest breaking up the mound the knight is standing on into manageable chunks that you can use to build new ones.
All that aside, looks cool!
Edit: Just realized the tiles I posted don't exactly match the mockup(later iteration), but whatev  :hehe:

20
Pixel Art / Re: Castle Fade: Animation
« on: August 27, 2014, 04:32:10 pm »
Cool stuff! Those mockups/screenshots look great
Concerning the dorky run, the sword's wobblyness I think can be reduced by making the sword arm and sword static for 3 frames (frame 4 is nice), then tip up on the 4th, back to static 3 frames, tip down on the 8th. Also maybe hide the farthest arm completely on at least 1 frame on the backswing to imply more motion.
Try hyperextending the forward leg a bit on the step maybe? Though I think that would need a deeper running lean to compensate.

Did of couple edits of the attack for fun (they're sloppy but I hope they can get my points across)

First one played with the timing, added a doubleflip, and exagerated the downward cut motion. Also reused the crouch frame to stand back up at the end.

Second one is playing with the frame order for different effect.

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