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Messages - Stefano
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61
Pixel Art / Re: [WIP]Alien
« on: August 08, 2007, 05:23:56 am »
I second what EyeCraft said with an edit (Although I think these guys do have paper cut-like mouths):



It's pretty sketchy but I guess it'll do the job. I'm assuming you're trying to depict a "classic" alien image. So, to the frames subtitles:

1. Your alien sprite.
2. Outlines, implementing a rounder head structure. I've also corrected the perspective so the face still looks a little but not too flat. I've moved the eyes, nose and mouth down to improve the big-headness (heh) feeling. Added deltoids! He's now able to bitch-slap. haha.
3. Erased your alien
4. Darkened outlines.
5. Worked on the outlines. It's now closer to what I wanted.
6. Re-colored the little fellow using your palette.
7. Swapped all colors to a color that IMO better represent a classic alien. Increased contrast between darkest shadow and brightest highlight (2 less colors in the final palette) and desaturated everything a bit. Moved the light source to the left (not really necessary. I just thought it might look better)
8. Silly background!!! Wee!

Good luck with the contest!  ;)

Cheers,
-Stefano

62
Pixel Art / Re: I try making a run animation..
« on: August 08, 2007, 12:04:03 am »
The last frame appears to be missing, making your guy look like he is limping. In the missing frame, the darker leg should stop touching the floor and the lighter one, stretch far to the front preparing to land the next step.
Pretty much like the 3rd "RUN" frame in your reference, but mirrored.

The same frame is missing in the picture. Did you just trace over it?

63
Pixel Art / Re: [Need Help] Isometrci walk animation....
« on: August 06, 2007, 07:21:34 pm »
Ben2TheEdge,
Your example is much cooler than mine! Although the one I've posted is more schematic and easier to understand.

Genadino,

How come these examples are not going to help you? The one Ben has posted is quite close to what you need. You probably won't get it right the first time, but hey, who did? We're all here to learn. Try to study, understand the examples and improve your own animation, otherwise you probably won't get any help.

I know it's your problem. I've only mentioned it because if you animate only parts of the sprite you'll have to re-do a lot of stuff to blend it to the rest of the animated body. So, I just meant to help.
But if that's what you want, by all means, suit yourself.

64
Pixel Art / Re: [Need Help] Isometrci walk animation....
« on: August 06, 2007, 04:37:07 pm »
You haven't found a good example, heh? Here's a fairly good one:
WALKCYCLE

As for the comment:
The upper body should move too... I know the legs are the trickiest part to get done correctly, but try to work your animation frames as a whole or the result won't look believable. Swinging the arms and making the body and head bob a little (check out the red lines on my example) are also important to create a good walkcycle.

The legs too, are not moving properly. Try to look at the approach the artist took in the example. Study it hard and come back after you've given it a shot, if you need further help. ;)

65
Pixel Art / Re: [WIP] Sidescroller mockup, very work-in-progress
« on: August 06, 2007, 02:32:46 am »
First I must say I like where this is going. The water has personality with all the floating particles and pointy waves. The colors are pretty good too. Well done.

A few pointers:
1. I think there's too much grass on the most steep slope (the land tile closer to the water). Check out this image.. Show us some dirt and It'll be fixed! Another thing: I can't really picture grass growing in fringes like that. I realize they're there to create a transition between dirt and plant, but still I think it would look nicer if you'd show some halms (is that the word?) on the area closer to the ground and blades pointing up.
2. Theres a vertical line running along your dirt tiles. That's a common problem that I've managed to fix for good on my work by downloading ProMotion trial. It has an auto tile completion feature, that really helps getting things done properly. Also, the round highlights and the mid tone speckles look like individual pebbles. Maybe if you create larger areas for each "stone" (dirt blobs in this case) and shade using all 3 tones you'd achieve more dirt-looking tiles.

I hope it helps!
-Stefano

66
Pixel Art / Re: Animated sea...
« on: August 05, 2007, 09:34:26 pm »
I've found a fairly good 3D simulation showing how waves should propagate to look natural:
http://svs.gsfc.nasa.gov/vis/a000000/a000000/a000068/index.html

Notice that there seems to be more than one direction of waves merging together to form the right moving ocean.

67
Pixel Art / Re: Dirt is good?
« on: August 05, 2007, 07:34:57 pm »
Unless your game is using a camera pointing down at a 90 degrees angle to the floor, it would probably be a good idea to add some overlapping grass blades (for depth) and additionally you could also "lift" the two lower grass blades on the "X"s. This will add a nice perspective to your pixels.

Concerning the tiling, I think you did a pretty good job on hiding the modulation, except for the horizontal darker lines, as Xion has pointed out.

I could make an edit if you want me to, because my crippled English might in the way when I'm trying to explain something less obvious.

68
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: August 05, 2007, 04:39:51 am »
Since it's a partial inlay, one might think (as I did  :) ) that it's some kind of liquid or jelly filling the inside of the helmet.
Although now I see what you meant to represent, I can totally see a playable alien ally race, native to a red liquid environment, wearing this type of helmet to "breathe".

69
Pixel Art / Re: [WIP]The Invader,Newest project, anatomy reworked.
« on: August 05, 2007, 04:25:39 am »
Yeah. I should have posted it before... that's too bad.
Anyway, good luck with completing your project. Can't wait to see it done!  ;)

70
Pixel Art / Re: Space Ship
« on: August 04, 2007, 11:09:31 pm »
It looks soft and fuzzy, not hard and steel.

I think you should lose the soft shading.

Aye! I agree. I was liking it more when it had hard edges. The current shading/surface smoothing looks more organic (almost salamanderish!  ;) ) than metal.
Here's my edit:

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