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Messages - voidSkipper
Pages: 1 [2]

11
Pixel Art / Re: Game Maker (More sprite from all)
« on: August 22, 2010, 03:06:54 am »
He wants help making, or wants made for him, an animated sprite of an anime-style 15 year old fox boy with pink hair. The animations required include walking, jumping, attacking, picking up items, idling, using magic and firing a bow.

I think.

12
Pixel Art / Re: [WIP] Platformer flash game project
« on: August 21, 2010, 04:48:11 pm »
I keep editing this, but I realize that I don't have to respond to what you just said... so I'm not going to. Besides I was nice enough to go out of my way to make an edit.

You do realise that Mike is not the original poster, right?

13
Pixel Art / Re: RPG Case Study
« on: August 17, 2010, 11:22:39 pm »
As for the 'jumping back' problem, I noticed it too, but I'm not sure how exactly to remedy it.

It appears to be jumping backward because the motion depicted would only be possible by the creature's own volition. The angle of motion is up-and-back, but the jelly has a very low center of gravity. For it to be knocked back in that direction, it would have to be hit from below (read: punted by a boot or a golf club or something). However, if such an impact occurred, the bottom right of the jelly would be indented by the trauma prior to the movement - in your animation, the top half moves first.

14
Pixel Art / Re: [WIP] Platformer flash game project
« on: August 17, 2010, 11:14:30 pm »
I know it's veeery early-days, but make sure you have a way for the user to progress to the next level using the keyboard. Using the mouse to advance the level when the gameplay is entirely keyboard-based is very shabby.

I'm interested to see how your pixel art graphics work with the sub-pixel movement in your engine.

15
Pixel Art / Re: RPG Case Study
« on: August 17, 2010, 08:31:57 am »
The new death animation is vastly improved, but I do agree that it looks somewhat hollow.

I don't think you need to introduce another colour if you which to remedy this - you are simply still losing volume. You have the membrane burst down, but during this the internal fluid should hold its form briefly before gushing outwards - the way your puddle forms makes it appear as if it is simply the membrane coming to rest on the ground.

 

16
Pixel Art / Re: RPG Case Study
« on: August 16, 2010, 06:30:29 pm »
I would assume that an RPG-style jelly dies when it is no longer able to maintain the surface tension that defines it as a creature. As such, I imagine an RPG jelly is somewhat like a water balloon, and can die in two ways:

-Evenly distributed loss of surface tension (eg, the jelly melts smoothly into a puddle)
-Catastrophic loss of surface tension (eg, the surface tension suffers a perforation and external pressure destroys the rest of the membrane)

Considering that most RPG jellys are low level, and therefore smote by physical impact, the latter is more likely.

Ostensibly, the reason your death animation looks off is because the creature loses volume in the middle of the frame, only to regain it as it becomes a puddle. Perhaps a case study of my earlier comparison would be useful. This has the most impressive aesthetic, I think, though this is probably more relevant (on a flat surface).

The walk animation is very cute, by the way. It has a lot of personality.

17
Pixel Art / Re: [Wip] Art Style Test Platformer Game
« on: August 16, 2010, 06:18:22 pm »
Not meaning to speak for Corinthian Baby, but I believe the "banding" he is referring to is not your stylistic shading choice, but rather the pixel art term "banding". This term basically describes areas of outlines or shading in which poor individual pixel placement destroys the intended illusion of a curve and instead appears blocky or jagged. There are some extensive discussions on what it is and how to avoid it which can be found with the search feature.

Personally - and as a consumer, because I have next to no artistic experience - I find your colour choice and style quite pleasant. I think that the shade of the tree's canopy needs to be slightly more vibrant to match the scene. The junction between the trunk and the tree is also garishly average in comparison with the rest of the mockup, the trunk and canopy need to "interact" more, if you get my meaning.

Functionally, however, I think you will need to tone down the brightness/contrast/saturation of the background elements a lot. The scene appears busy and slightly flat due to all of the colours in the foreground, midground and background all having the same level of the aforementioned. In a game situation, this would make the character and interactive elements somewhat hard to distinguish, and would probably become quite irritating to look at in short order.

I hope this is of some help to you.

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