Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Skaz
Pages: 1 [2] 3 4 ... 11

11
Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 10, 2017, 05:26:18 pm »
Yeah you were right, I stuck with the single anticipation to give the feeling of brutal extension, and I'll stick to it. Here is a gif of the in game implementation of most of the animations so far.



The idle breathing animation is very much a placeholder, I did it quickly to test the code more than anything.

Here is the isolated jump and land animation:


Keeping the arms extended may look a little odd, I didn't do it this way at first, but I realised the top corner of the player hitbox had to be easily distinguishable, since the character can grab ledges. I lost time on this, should have figured it out before doing the work. Also, I didn't made a skeletal animation first and lost time, again. Stick to your rules man!

What do you think? Next animation is going to be the garbing ledges reception, must feel pretty hard and brutal, a little desperate.

12
Pixel Art / Re: [C+C] House at the road
« on: April 10, 2017, 02:45:16 pm »
First thing I see is the lack of contrast. It's verry flat and grey-ish, you might want to pump up the saturation and darkness of the dark portion of your palette. Make the squint test with your eyes, and you will get the feeling of your picture. Nothing stands out immediately, and you probably want the player to focus on certain elements more than other or parts of the picture to stand out even when the player isn't looking directly at it.

I made a quick n' dirty edit, just paint bucketed the darker colours with themselves in multiply mode, the darker, the more time I clicked (10% at each time).




Other than that, it's a pretty good start!

13
Pixel Art / Re: My first pixel artwork ...kinda
« on: April 10, 2017, 02:35:46 pm »
To post an image directly in the post, put the link to the image between [ img ][ /img ] Tag  (without the blank spaces). You can add those by clicking the little mona lisa in the interface (just under the B button). This way we can see the image immediately, and zoom on it as needed. Right now I have to open another site and can't zoom easily. So I can't say much!

14
Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 09, 2017, 07:37:55 pm »
Automatic anticipation is not a possibility, the character will jump, a lot, and not always where I can predict it. It would also be quite complicated, not sure I can afford it. I was mostly thinking of a trick, to shift the sprite a little under the real hitbox, so it looks like the character is still on the ground, when he's not :p

15
Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 09, 2017, 02:14:28 pm »
There is already one frame of anticipation, thing is if I add more, the motion will begin really late after the character is already in the air. I'll try to address the issue anyway, might require so cheating :p

16
Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 09, 2017, 11:26:04 am »
Thanks Petrichor!

Made progress on the jumping animation, it's still a wip, final landing phase is not completed at all. The hair motion is also not fluid and dynamic yet. Any opinion so far?




17
Pixel Art / Re: [WIP] Blue Monkey Test, Breathe
« on: April 09, 2017, 11:22:59 am »
The pixel art overall is pretty good. the animation on the other hand is not that good. This little monkey is going to fall unconscious of hyperventilation at any moment!  ;D

You move the shape too much, and too fast. I would advise you tu use sub pixel animation for this kind of subtle animation. You move the shape wayyyy less and instead move pixels inside the shape to create the illusion of motion. I made a crappy edit to demonstrate my point:



Imagine the same thing with twice as much frames, you can give a fluid, subtle breathe idle animation without moving the shape more than one single pixel.

Hope it helps, try it for yourself! Also, post images at 100% the size, don't up-scale them, it only forces people who want to edit them to rescale them. You can just click on any picture posted here to zoom in.

Keep up!

- Skaz

18
Pixel Art / Re: [WIP}] The star of our show, meet Bob
« on: April 04, 2017, 03:00:51 pm »
As said above, it's not a running cycle, it's a walk cycle, so if you want your character to look like it runs, you'll have to make a separate animation.

I also have this feeling that the character is not moving, the back leg looks like it pushes him back, kind of moonwalking. You should make it clear that the leg looses contact with the ground before landing again in front of the character.

19
Pixel Art / Re: Advice?
« on: April 04, 2017, 02:57:52 pm »
Was going to say the exact same thing as CFKaligula. Well, I guess there's no point now, is there :p

As for the shine, just decide where the light source is. Right now, despite having all that dithering, I can't really tell. Don't pillow shade every bump of the braids, see the braids as entire objects, and insist on the highligts on the parts closer to the light source. Hope that helps!

20
Pixel Art / Re: opinions on tablets
« on: April 04, 2017, 02:53:19 pm »
I have a tablet, a nice big wacom. I never use it for pixel art. I don't see the point, I'm hand placing pixels, I'm not drawing. Keeping in mind I work on very small resolutions.

Pages: 1 [2] 3 4 ... 11