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Messages - Mike
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251
Pixel Art / Re: Skeletroids dump
« on: June 30, 2008, 12:57:39 pm »
Oh I like the new HUD much better this time around if only for the change in size.  Also
I really love the red ambient lighting. Instead of pretending it's stupid, why not put him in a level where there are red lights on the floor? It completely fits the setting.

Moreover, I really like your blue HUD, and as a graduate in Video Game Design, do not listen to these nay-sayers and nit-pickers. Go with your gut instinct. The blue is fantastic and who is anyone else to tell you what style you should go for? It's yours and you know what's best

I also agree with Antago it is your game don't let the critique completely change it.  Gotta know when to go with what you want.

One more thing Ben2theEdge, Do you have a technique that makes detailing all the sprites for your animations easier, quicker, and/or more streamlined?  What I mean is from stick figure frames to final frames.  I currently have many animations that need to be finalized but the workload is a pain.  I'm pretty new at this so if there is anything that would help lift that load I would be extremely grateful if you let me know.  Thanks and it is very exciting to see your progress.

252
General Discussion / Re: Laptop Color Calibration(pixel related)
« on: June 25, 2008, 11:12:40 am »
my bad I guess accurate color has nothing to do with art.

253
General Discussion / Re: Laptop Color Calibration(pixel related)
« on: June 25, 2008, 08:39:14 am »
try Adobe Gamma.

The problem with adobe gamma is that in conflicts with my Ati's visual setting, so if I have the catalyst control up(which is required to change my contrast) and I mess with adobe gamma, after saving and closing catalyst everything is messed up again.

254
General Discussion / Laptop Color Calibration(pixel related)
« on: June 25, 2008, 07:01:41 am »
No matter how I calibrate my laptops monitor it never matches the correctness of my desktops crt screen.  This is quite annoying because I can't design pixels with colors on my laptop because they are wildly off from what everyone else will see.  Does anyone else have a problem like this, or even better, a solution?  I'm getting really tired of having to switch to my desktop just to color things.  Kills my work flow completely.  Please help.  :(

255
Pixel Art / Re: Skeletroids dump
« on: June 25, 2008, 06:56:39 am »
And yeah, I'm still using the same technique to animate, which I learned from Richard Williams' book the Animator's Survival Guide. I kind of just adapted his techniques to pixel art (it's not a big leap at all). So far this is the most effective way to animate that I know of, and now I'm just trying to get better at it. If people want I'll be happy to post some in-progress stuff.

Don't forget that he also goes over how animating straight ahead can lead to some cool things too.  Also please do post more W.I.P stuff but go over how you pick colors too.  Whenever I start on a new sprite I get color locked into high saturated basic colors and it makes me sad ;_;  So any help for that would be greatly appreciated.  Keep up the good work Ben!

*oh and one more thing, how do you animate in graphics gale without a white background.  Whenever I switch a color to transparent it switches it to white, which is extremely blinding.  I want to be able to onion skin with any background color like you can with MMF2.

256
Pixel Art / Re: Such a Pkmn geek, WTF. D:
« on: June 07, 2008, 07:12:14 am »
But they're a company with decades of experience.

... I'm a fifteen-year-old girl.

Either way, I'll get an edit done today or tomorrow. D: Watch this space.

Nah man you have done a great job so far.   :P

257
Pixel Art / Re: 3 Hit combo Animation (WIP)
« on: June 06, 2008, 02:36:41 am »
I got the impression that he was using a knife, which would preclude switching hands unless you want to throw an unarmed elbow-bash in between the stabbity bits. ???
I assumed both hands were weapons, as in the original animation. Seems like his hands are able to morph into blades...?

I guess I have no choice to but say what it is.  The character is using ice elemental that forms over its hands(not just its hands mind you) and the main character is kinda care free, and arrogant.  The character just attained this new "power" and is using it how it sees fit.  I would say it uses more of a street style of attack.(this isn't to say the character is from a city)  That is what I have so far but it could change drastically.

The game play I'm hoping is going to be a lot like Devil May Cry with the enemies being a bit more aggressive.  Example of that being that they can toss you up and juggle you mid air just like the player can.(no idea how I'm going to do that but I'm not too worried as I'm not going to limit my vision because of my lack of skill)

As for the changes you suggested I originally wanted to have the 1, 2 punch idea, with momentum exchanging between hands but I got confused since I drew the original main 2nd pose as him facing the viewer.  I'll change it so its his back but the silhouette is going to change unfortunately.  The leg won't be in front...  The third attack happens in mid air actually...here is a preview of it



Oh and I was wondering what others use in order to make the blurs for fast animations?  I can never get a smooth curve going...  Oh and I'm using Graphics Gale for animation.

258
Pixel Art / Re: [WIP] Crocodingus in Cube Island ?
« on: June 05, 2008, 01:38:51 pm »
The return of the Croco :)

It's a little dream to remake Crocodingus with pure pixel art... maybe if I find a coder and if I have time too...

so, this time I changed the style, it's a sort of 3D cube-shaped pixel.

some references : Sonic, iLKke, Zoo Keeper...and Crocodingus In Crocoland of course :D



PS : You can find the demo of Crocodingus In Crocoland here



This is quite simply adorable.  I'm gonna download the demo now.

259
Pixel Art / Re: 3 Hit combo Animation (WIP)
« on: June 05, 2008, 01:36:43 pm »
New edit, I'm glad I'm done with all my home work so now I can put all my effort towards this.



Also I feel a bit better about this animation over all.  I have all of you to thank.  So thank you!  :-[ I'm working on the second combo this time and it will be much more dynamic.

**Update**



I hope it is a bit more interesting this time around.  Unfortunately the third animation is going to take a bit longer.

260
Pixel Art / Re: 3 Hit combo Animation (WIP)
« on: June 05, 2008, 06:06:04 am »
You say you must take into account timing, which is true, but what you have now hardly seems like a combo so much as two separate attacks. Slice
crouch
uppercut.
You should totally do away with the long pause where he crouches. Make the crouch a little faster and more like a parabola, going down quickly, slowing at the lowest point, then accelerating coming back up quickly. At the lowest point it should be a bit more active pose than just a crouch, as well. Think like a coiled spring. More like a crouch before a jump, leaning slightly in the direction he's going to rise in (forward). Also, I'd be pissed if I were playing a game and the player took that long to wind up before a basic attack. Unless it's a move you charge up. Even so, I'd like to be able to unleash the attack before fully winding. Cause fo sho, that's a long-ass wind.

Do you have an idle for this character?

Warning - while you were typing a new reply has been posted. You may wish to review your post.

So Corsair fixed alot of stuff. Pay attention to him. good stuff.

One thing about Corsairs though is that when his is descending, the red knee looks to be closing where, I think, it should be opening, and the leg extending in preparation for landing.

I'm going to reply to you before I reply to ndchristie as I know it will be a long drawn out discussion but I'm busy with homework so I can't.  I have two more attacks planned for this set of animations.  The second part leads into the 3rd.  So the second is a jump up slash and that leads into a slash that hits the ground, which than leads into another animation.  Oh and I realize there are pauses but unfortunately I haven't been able to test out how it works in game so I was unable to see just how slow it really was.  Personally I wanted to get rid of all but one of the down positions in the 2nd animation but I left it in for the critique.  I thought maybe someone else would know what i should do.

I should be done with my homework in about 20 minutes and then I will get right to work on all these changes and possibly a whole separate version of the entire animation.  Sorry if I seem hostile to anyone, I don't want it to come off that way as I am super eager to make all these changes.

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