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Messages - astraldata
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11
Pixel Art / Re: Girl idle animation (Zelda-like view, looking for advices)
« on: September 24, 2018, 09:23:36 pm »
I'm going to strongly disagree with the advice given here to merely emphasize breasts and waist as indicators of femininity for this lady. That's a very limiting view.

I want to clarify that I agree with you there. Although I wasn't as eloquent as I probably would have liked in my response to MysteryMeat's edit, I wanted to point out that I was actually trying to hint at what you said there (about the waist, etc.) with that response.

Also, I wanted to clarify that my original advice wasn't meant to suggest "big boobs, curves, and wide hips" == "feminine".

While, yes, I did give Ayla as an example (and she has all of these), I only meant to point out the fact that one of the major reasons she didn't appear very "masculine" was due to her "curvy" nature. Even her "curvy hair" was meant to emphasize this feature of "curves" -- and, as such, in no way did I mean curves == female.

I offered this advice almost entirely because of the smaller sprite (which also seemed to be suffering from the same "masculine" issue the larger sprite did) and as such, I didn't think it would be appropriate to offer "more details == good" as advice, especially when considering him working at such a small scale.

A sort of "kill two birds with one stone" was the approach I was going for with my advice (i.e. something that could apply to both sprites.)

If it came off as offensive, or simply too low-brow, I want to apologize for that. It definitely wasn't my intention to sound as if I was advocating the "super-curvy" barbie-doll approach to creating female bodies. I strongly agree that there are multiple ways to do "feminine" in a way that has nothing to do with body shape. You showed that very well in your edit with the jewelry.



@winged doom

Yes, I was talking about the little sprite! -- Sorry, I had no idea you had a whole slew of animations, etc. done with her! lol

Maybe you could actually make her breasts and shoulders smaller in the other sprites?

How about adding one or two Chun-li styled bun holders (following eriophora's line of thinking) to give her more of a "done-up" hair look. Something that wouldn't be hard to add into the character artwork and animations?


Regarding the subpixel animation -- I think the middle one is looking best, but do keep in mind that the (very!) dark pixels between her shoulders in the spine area are making her look like the Hulk. The shoulders should probably be a bit narrower too (to go with the "tiny" upper body of the hand-drawn artwork. Simply lighten the pixels there and favor one side over the other for the shadow being cast.

Also, if you HAVE to move the head, move it left/right instead of forward/back. Or better yet, don't move it at all (unless you use subpixel movement to make the hair appear to be moving -- but that can take some finessing if you're not familiar with that kind of animating.) You could also separate the strands of her hair a bit at the neckline to ensure that it doesn't look like she's a guy with a "bowl-cut" hairstyle. The shoulders, again, are key -- pull them in toward her body a bit more (to match the concept art.)


12
Pixel Art / Re: Girl idle animation (Zelda-like view, looking for advices)
« on: September 21, 2018, 10:00:38 pm »
IMO she looks a bit worse with such a skinny midsection now.


Hey, it all depends on taste. :)

Just 'cause some people like big butts and cannot lie, it's not always the same for any other guy!

To each his own I suppose! :D

13
Pixel Art / Re: Coloring question
« on: September 21, 2018, 04:25:22 pm »


Which color set do you think looks better, that would be more appealing in a game setting? Mostly the only change between them is that darks got darker, and the outline changed from a very dark saturated reddish to pitch black. I really like the dark saturated reddish, but the pitch black ones seem to pop more. I don't know. I'd really like some advice on this sort of coloring. A lot of my favorite artists never use full on pitch black, but I'm wondering if it has a place in games?

I agree with eishiya on much of what was pointed out (especially environmental), but there are some other things to consider as well:

Firstly, back in the SNES days, pure black was only rarely used because even "black" could be made into a "warm" or "cool" color to sell the overall mood of the scene by simply changing its hue to a very dark red/maroon or a very dark blue/indigo. The eye would still read it as "black" but the brain would read it as "cold" or "warm" depending on the color chosen.

Square games did this a lot (FF6 and Chrono Trigger are particular examples -- get any screengrab from the game and color pick to check the color and you'll see).


Another thing to consider is that the eye has less work to do if the contrast between the lightest "light" and the darkest "dark" is not too far way. For example, old-school gameboy games were easy to understand visually because there were only 4 "colors" to sort through. Games such as Kirby's Dreamland looked great on gameboy (arguably better than on the NES in some cases) because it made the games seem a lot more light and airish since they used less colors -- the eye naturally felt less burdened, and by extension, so did the brain because it was not burdened with having to process all the extra color information. It stopped at contrast (which is the first thing, along with silhouette, and before movement, that the eye registers anyway).

To be more clear about how this is applicable to your case -- It is important to ensure that if the environment has a particular "light" and "dark" range (and it should!), the character sprites that sit on top of it should have a separate "light" and "dark" range too (that accounts for the environment's range) that ensures they always stand out. This range, however, from the darkest dark on the environment background to the lightest light of the characters, should probably be as "close" as possible, depending on how strenuous you want to make the processing of contrast to your player.

A game with more "airy" feel to it generally uses lighter (pastel) colors and the darkest darks are as dark as the middle-most shade of most other games sporting more "serious" moods or themes. In those other games, the player NEEDS to think, but in a game like Kirby or Yoshi's epic yarn, the point of the game isn't to make you think -- it's to help you relax -- and lower contrast between blacks and whites will help you accomplish this. This is the reason why pastels work so well -- You'd be hard-pressed to find a black "black" in a palette of pastels. Although the reason for this might seem "obvious" when put that way, it is the contrast of the colors (and not the hues or particular shades of the colors themselves) that make them feel "airy" and "calming" to look at. These same colors could be "gray" -- but as long as the shades of gray remain at the same contrast when used in an "airy" feeling game (again, see the gameboy and various gameboy emulators that let you change the gray palette to various other "colored" grays for proof of this), the "airy" feel will remain. This is the reason why contrast is an often-forgotten key to how your art makes the player feel.

The hue is important for this also (because it describes warm/cool), but it is still secondary to contrast because a game can still retain a certain "mood" or "tone" without any hue whatsoever simply by using either more "light" colors or "dark" colors in the world or environment. :)


Whew.

Sorry for that long post, but I wanted to put this out there because it is an often-overlooked problem of some games that nobody ever really mentions but always somehow "sees" -- even if it's at the back of their mind.


So to answer your question -- the B4 "gold" guy and the after "grey" guy are the better color choices imo. This is because of the contrast of the "gold" guy gives a more "inspirational" or "airy" feel than the dingy "heavy" feel of the gray armor portrays. The mood is optimistic on the B4 "gold" guy, while the mood is meh and dull on the not-so-shiny grey/iron/metal B4 knights. The issue with the B4 grey knights is that the grey sucks the life out of the rest of the sprite (since there is not enough "dark" there in the "color" of the sleeves/cape/helmet-hair-thingy to contrast with the armor itself), whereas in the "after" grey knight, this contrast is increased and the grey metal seems somehow "shinier" than it is thanks to this additional contrast provided by the darker sleeves/cape/etc. -- and as an added advantage -- this new contrast gives them more "volume" and "presence" as well. :)

Sorry for the long read, but I hope it was informative.

I hope this helps identify some things you might want to think about in the future! :)

14
Pixel Art / Re: Girl idle animation (Zelda-like view, looking for advices)
« on: September 21, 2018, 03:40:34 pm »
I dunno if Ayla's the best example, a lot of her coming across female is because of the pose, floofy hair, and animal-fur bikini than anything particularly notable about the art itself.

Fair enough -- The pose definitely helps with that "feminine" look. But that actually validates the reason I said to study Ayla and used her as an example: There are way less pixels to work with in her case, and yet the artist managed to convey the "girl" look by offering more curves (by making her pose more "curvy") -- and since pixels dont do "curvy" very well (because, you know, they're square...), the artist used lighting and the pose itself to avoid the "boxy" nature of the pixels, lending to an overall "less-square" pose.

Sure, the anatomy of the original boss sprite there was definitely more manly, but the pose itself was too blocky as well. This emphasized the "square" nature of the male body over the "curvy" nature of the female one, which only emphasized the "male" appearance in the boss's anatomy.

That being said -- great job on the boss sprite edit, winged doom!
I like how you curved the hips more to align with the curvature of the legs in the animation. You overall made the "curvy" work. The addition of something going on in the breast area keeps the eye from assuming it is looking at a very muscular male torso -- especially when combined with the more curvy hips. It works great.

Regarding the smaller sprites -- I totally understand the trouble. It takes some "getting used to" when working that small.
The biggest thing to keep in mind on smaller sprites is that pixels can be "compressed" sometimes, which means you can use a pixel from another part of the palette to represent the "inbetween" state of the pixel as it is being "compressed" and then transition to the more prominent solid color. I don't see you doing much of this, nor do see too many colors you can use as an inbetween (for example, if you made the dress maroon, you could use the dress color to substitute for a darker overlapping shade that isn't quite as dark as the outline -- this is all assuming you want to keep the palette small of course.) This subpixel animation is almost mandatory for sprites as small as these, but for more simple sprites and animations with larger movements (such as moving the head and staff), this subpixel animation can be bypassed. However, in this particular case, you'll need some subpixel motion to make the character more believable if you want motion.

That being said, you can make the feet smaller and slimmer (and the hand holding the staff slimmer too) to emphasize she's still delicate underneath all the muscles. This can have the downside of making her come across as a transvestite. But if the bulky thing is intentional, this can't really be avoided.

On the other hand, if she is supposed to have a similar build as the boss (i.e. a bit more athletic), then you'll have to take a cue from Ayla above and use light and dark contrast along the length of her limbs to "pose" the thinner parts of her limbs in 3d space. This means you'll have to modify the "clear" direction of your light source to some extent in some areas where you need more contrast to represent the major planes of the body. The key point on this aspect is to try to represent "thinness" wherever you can.

Have you ever tried to render a gently-curving spider web or white hanging thread in pixels? -- This is a great practice for rendering "thin" stuff with "fat" pixels.

To be clear -- "infinite resolution" -- is what you're aiming for in this case.

In your mind, the thread should still be as thin as it really is, but as you place the pixels (and render the thinness), these pixels will follow where the super-thin thread would be in space, and in places where it curves, you gradually use a "subpixel" color that "compresses" the pixel with the nearest darker color to the degree in which that pixel has curved away from a straight line (which is the only time the basic "white" color of the thread is used, except in places where the curve needs that color to start curving back to another angle.)

This is definitely a skill that takes practice, but once you "get" the idea, it's pretty straightforward. You can string super "thin" pixels up like nobody's business. Being afraid of thinness with pixels is natural, but subpixels are your friend -- especially when you understand the concept of "infinite resolution" is just a fancy way of saying "use subpixels for rendering in places where it's necessary (i.e. where the pixels are "compressed" on the screen while rendering an object as if you, yourself, were the 3d GPU placing each pixel on the screen), and use regular pixels in places where it's not necessary for that kind of rendering."

I hope this makes enough sense to give you some direction on this process! :)

15
Pixel Art / Re: Girl idle animation (Zelda-like view, looking for advices)
« on: September 20, 2018, 09:05:16 pm »
Hi winged doom!

Just my two-cents.... Get ready!!

lol

First off, the girl looks like she's hurt and/or falling asleep animation-wise. She could just bounce back and forth like a typical "fighter" or streets of rage kind of animation (but more subtle of course) so that you can emphasize that she's a girl. With the back of a big-muscled brawler, you kind of need details like hair flowing in the wind or some subpixel animation to emphasize at least one or two traits that say "girl" -- and unfortunately the "dress" / "skirt" doesn't do that well enough since it reads more as a tail or something else than a skirt/dress thing to me.

As for the flying-female -- I was seriously convinced this was a Sephiroth-style male (since the breasts didn't really come across to me with the dark clothing). The silhouette was unfortunately what kills it completely for me though -- the waist isn't small enough to emphasize the "heart" shape of the hips from this angle.

Take a look at Ayla from Chrono Trigger.



She definitely comes across more as female (and in less pixels too!) than your boss character, so there is definitely something you can do if you study her a bit. She's at a similar angle to your character (albeit a little less stylized), so she's definitely a good study case.


You've got a great-looking setup with your environment there -- I like it a lot. It made me think of old games like YS too.

I also like the Imp and fire animations -- but, for some reason, they (when combined with the whole image there) make me want stylized human characters too (to match the "character" of the imps a bit more -- They seem really charming and lively compared to the two "main" characters, who are a bit less "colorful" comparatively-speaking.)

Sorry if my critique was too heavy-handed -- To me, it's more valuable to hear what others really see in my hard work than for them to just give me praise for it. I'd rather be shot down early (rather than later, after the game is released) since I can fix it better now than I can later... ;P

Overall though, I like it a lot! -- I'd really like to see an improved version of the characters!

16
Pixel Art / Re: Flourish Animation
« on: September 20, 2018, 08:31:08 pm »
they don't read very well as talk Sprites, those tend to have a lot more emphasis on both pose and mouth movements. they're usually done from the torso up like in Phoenix right for that reason


You know, it never occurred to me that talk sprites should probably have mouths... 
Eh, I still wanted to make bigger sprites as practice.  I got the idea because I made blue guy's shrug animation and didn't feel it was worth posting by itself because it was so simple.


I like the concept though.

The larger (no face) portraits keep the 'mystery' air about the characters, and it could be an interesting style if the pose of the portrait was the thing that did the "talking" and that pose changed (via action lines and whatnot) as the mood changes in the conversation.

Obviously with this approach the "mirroring" of the sprite to match the portrait actually looks "wrong", but the worst offender is that when you show such a nicely-detailed sprite that matches the in-game sprite, you unintentionally make the viewer subconsciously wish that the smaller sprite would be as detailed -- and thus break the overall style of your flat-shaded chars! ( -- very bad btw!)

Regardless, this is a good take on trying something new -- and it allllmost works.


As for your blue dude animation (since we're in the animation forum), it really didn't look like a "shrug" to me. More like a "Come on! I'm open! Try to hit me!" gesture.

Also, for the bigger blue dude, the main thing I see is that the (nearest to us) knee is kind of janky. It doesn't look like there's enough room for his calves to fit to his (particularly chunky) ankle as it flows down to his (seemingly tiny compared to the other) foot.

Outside of these things, the shading looks a bit "off" on the blond girl (there doesn't seem to be any distinct light source, and the lighting shown so far is a bit too heavy to not be from something direct (especially on the nearest-to-us leg). This is clearly not ambient lighting, but that is mostly because the highlight color is so close to the middle color (and doesn't seem to have much sky lighting in its color -- it probably needs to be hue-shifted to the environment's ambient light color a bit). The blue dude's colors seem to be a lot more well-chosen though, so props there.

One other tip -- please remember on the back leg of the "Capcom" style shading, don't be afraid to push it to the darkest color sooner. Usually they reserve 5 color entries (instead of just 3) for areas that have lots of surface-area volumes to cover (such as a legs) -- so an additional darker "red" color entry could help you define the volume better there (rather than making such a stark transition to the black outline.)

17
Pixel Art / Re: Help me fix my character
« on: August 31, 2018, 04:09:46 pm »
I'll try to help.

First, the Death animation seems like the character is sort of "rolling" flat across the ground very gradually. It acts as if it is being smashed by a steamroller rather than actually "falling" down. The reason for this is because the head moves at a very constant spacing across the length of the animation rather than "easing-in" and stopping suddenly (which is probably more like what you're going for here).

Second, the Walk animation doesn't take into account the shifting of the shoulders or hips. The reason for this is because the distant (back) leg does not shift even a pixel backwards below his belly when the leg is moving back. The front (closer) leg hinges on the crotch (which should actually move as his hips turn toward the camera). The arms (particularly the shoulders) need to shift more across the middle of the body as it turns away from the camera, and the distant shoulder needs to go closer to the neck (which is why the breast looks weird on that side -- the shoulder is too far forward when it should be back more).

The Attack animation --  actually isn't bad.
Again, for the distant arm (shoulders) and the legs (the hip joints, in particular), remember to turn them a bit more to give a little more "3D" while also giving a better sense of movement. Even though we are doing 2D, we always have to give the illusion that our animations have "depth" too! The belly button moves, but why don't the hip-joints and upper-thighs move with it? The body is connected after all. You move one thing, and then most everything else requires movement too!

Hopefully that gives some direction on improving these! :)

18
Pixel Art / Re: Flourish Animation
« on: August 31, 2018, 03:53:44 pm »


Rainbow Lady:
Added more of an object to her hand before she throws.  It's supposed to just be magic, so it's just an orb.  I also played with the trail so it has more of a path, and made the wavelengthy bars more like a sound wave, as it's supposed to be music themed.

Arm Lady:
Messed with the right arm's position, so hopefully it looks a bit more like she's turning.

Rainbow Lady: Definitely looks a LOT better and has a more genuine sense of energy (and consistency) about it now. Great job!
Arm Lady: MUCH more "punch" to the animation now. The movement on this looks top notch. :)

The whipping "blob" monster: Might want to give more of an "absorbing" sense about it because it definitely doesn't seem that readable. You could make the "blob" on the hand go up through the arm (as if it were a heavy blob of stuff) and into the shoulder and then emphasize the recoil by making it "bounce back" into the body's center-mass to make its "absorption" read a lot better.

The punching "blob" monster: I'm not sure what you were going for with the black bar on the elbow, but it completely disappears in the punch. For it to be such a prominent pose in the animation, it definitely doesn't seem to have any real effect on the animation and doesn't seem to contribute any overall weight or energy to it either. Sorry I can't give a better critique than this, but it's pretty hard to tell what you were going for with this outside of a basic punch (which wouldn't look so bad if there was less build-up to the actual punch action) -- Ultimately the black bar on the elbow makes me anticipate, but then when it suddenly disappears, my mind is disappointed because I expected it to go do something more than just disappear. Rather than subvert my expectations, it would be better to simply not make it so prominent before the action (or actually do something with it that contributes momentum or energy to the whole animation -- assuming you had something particular in mind). Hopefully that makes sense.

19
Pixel Art / Re: smol doge anim
« on: August 17, 2018, 04:59:08 pm »
I know this is an older thread, but I just wanted to mention that this particular problem is a very common one newbies face when trying pixel-based animation that also rarely gets addressed.

First off, to "fix" this problem, one starts with solid colored masses (not fully-colored heads, or portions of the body). If the silhouettes of the movement look correct, then you can start adding things like outlines and basic form.

Unfortunately, when trying to add outlines to small resolutions like this, animation can get very "floppy" and "muddy" as MysteryMeat pointed out about the wet or "sand-filled" floppy socks.

Most importantly -- do NOT animate pixel art in Photoshop! Get something like Graphics Gale (free!) or Asesprite, which has OnionSkinning capabilities so that you can see your silhouette (for the moment, I suggest Graphics Gale for animation, but Asesprite is definitely catching up!) Graphics Gale has a keyboard shortcut where you can map the F10, F11, F12 keys to the mouse wheel so you can flip quickly between animation frames. This is how you can check your silhouette more easily.

Finally, regarding "volume" -- please remember that outlines are a "post-processing" effect. They are generated AFTER the volume itself. So when animating the silhouette, your are animating only VOLUME and not outlines or details or lighting or shadow. Only volume. Therefore, no matter what you do, consider how heavy these volumes are as you flip-flop between frames to study them as they move. Ensure they remain of consistent size and proportion to what kind of materials they are.

Sorry for the necro-post -- but this section is not very lively these days, so I wanted to help infuse it with a little know-how if I could. I want to see a little more life here in this section of the forums.

20
Pixel Art / Re: Trafalgar Law doing Room
« on: August 17, 2018, 04:42:52 pm »
I think this is a good attempt, but there are quite a few things to note.

First off, I have no idea what the tail of his jacket is doing (or why it stops suddenly when he puts his hand out), nor any idea how his thighs are moving like that without the aid of his hips or his knees (they should be bending [visually] from below the knee and/or from the hip socket).

Secondly, there is no sense of foreshortening in the arm or sword (mostly because neither move as secondary motion arising from the up/down of his body).

And lastly, if you look at the patterns of the pants on the reference image, the dots create horizontal "line" or "stripe" patterns along the length of the leg. In your rendering, this looks just too much like pixel noise. The other issue with the illustration portion is that the head and hat are waaay too large in proportion to the length of the body and legs (which, judging from the reference shot, the legs are much longer, so you could decrease the size of the head/hat and upper-shoulders to compensate.)

Keep in mind that secondary motion and proportions are the bread-and-butter to animation. Without these, your drawings and animation will always look "wrong" in some way. Over time, this can get very discouraging and lead you to believe you are just a "bad artist", but as I've said here, it's just a matter of keeping in mind a lot of secondary weight and movement and considering your proportions.

Overall, this is not a bad try. Hopefully I've helped you a bit so you can try to improve it for us. :)

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