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Messages - Rybar
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11
Pixel Art / Re: Run n Gun game sprite WIP
« on: June 13, 2010, 07:23:52 pm »
Ok, I've added a couple frames just before and after contact, and moved his body forward a bit; I also added a bit of delayed motion on the arms and gun to show its weight a bit better.


@St0ven: I see what you're saying about running with a gun near your face, but I'm not too concerned with being super-realistic, it is for a platformer game after all. :D  Lets just say he has super-human upper body strength and a steady-cam rig built into the gun. 

12
Pixel Art / Re: Run n Gun game sprite WIP
« on: June 13, 2010, 03:04:52 am »
Update (Also in edited first post) - run cycle



This is a 12 frame run, meant to play at 24fps, but the GIF plays awful slow in-browserin chrome for some reason.  I'm using Pro Motion 6.  Can anyone here shed some light on what I'm doing wrong? It plays fine in promotion, even when I reopen the GIF file.  I guess its easier to spot errors when it plays slow.. let me know what you think.

*EDIT: GIF's apparently don't play at their correct speed in Google Chrome. 

13
Pixel Art / Re: Run n Gun game sprite WIP
« on: June 12, 2010, 08:02:50 pm »
Update: Reworked the first, kept the kneepads (I like them), did an aiming/guns-ready pose.



What are your thoughts on idle animations? It seems everything I might do with a sprite this small would be too much movement.


14
Pixel Art / Re: Run n Gun game sprite WIP
« on: June 12, 2010, 04:56:14 pm »
@bengoshia:  I love your edit!  Besides the flesh tones being a solid improvement over mine,  he's a couple pixels shorter, which seems to have solved the issue I was having with his body proportions, and will also give me a bit of play for his run cycle (head bob).   I see you have given him a nose as well; I was debating on whether or not the sprite's size warranted using a pixel for facial features, but it looks pretty good.

 I actually already own a copy of Richard's book; have you seen his DVD set? The book is awesome, but seeing his principles in motion is amazing.  Its very pricey, but if you don't frown upon help from pirates, it can be obtained elsewhere.

@ErekT: I redrew the gun like 10 times lol... this is his 'idle' pose, guns at rest, so he isn't supposed to be pointing it straight ahead, but I see what you mean about the gun. I kept struggling with making the gun's body appear straight without pointing too far down or 'melting' it as you put it.  bengoshia's solid highlight along the top edge seems to solidify the gun alot.

Thanks for the help guys, I'll keep you posted on on my progress.

15
Pixel Art / [WIP] Run-n-gun game sprites UPDATED 8/18
« on: June 12, 2010, 04:38:36 am »
Current WIP:

   



----------------
ORIGINAL POST:



Working on sprites for a game for which I'm also a developer for; looking to the pros here for some initial critiques before I attempt any animation... which brings me to a few questions about spriter's methods..

When creating an animated sprite, do you move from finished frame to finished frame, or do you start rough and add details later?

When working out the motion do you pixel finished extremes and then go back and do in-betweens?

I know theres no 'right' way, just interested in what artists here have found to be most efficient.

--------------------------------
OLD STUFF:

     

7/10 resolution change, first draft


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8/15 In which I scrap the whole thing because I hate it, admit that doubling the resolution was a bad idea, and start over with a completely different style of sprite:



8/17 Idle animation



8/18 firing animation




16
Pixel Art / Re: [WIP] grassland tileset for shmup
« on: April 09, 2010, 02:46:03 pm »
Thank you very much for your in-depth reply EyeCraft.  I haven't had any time to make use of your advice yet, but I didn't want you to think I didn't appreciate it by letting this thread go stale.  The screenshots from that CC you posted are awesome! Definitely a lot of inspiring work and great examples of what I'd like to achieve. 

As far as the geography goes, the brief for this was pretty vague.. "It's a green planet, lots of grass, maybe a river or something, farmland" was all I got. I definitely see what you mean about the water, This was partly due to trying to make a visually interesting water tile, with obvious disregard to flow direction, etc. 

I find it difficult to create natural looking transitions in 1 or 2 tiles wide, maybe tiles are the wrong approach for a shooter? The art in the CC you linked to didn't seem to use tiles at all.  Do you have any links to art from shooters that use tiling effectively?

I will admit to hastily completeing the shoreline tiles, not with a spraycan, but it may as well have been. 

Anyways, thanks again for the crit, I think I'm just going to start over with your advice in mind.

17
Pixel Art / [WIP] grassland tileset for shmup
« on: April 06, 2010, 04:29:48 am »
This is my first semi-serious foray into pixel art, looking for some harsh critique, especially color-wise. This is for a flash game that I'm working on with a couple other guys, and I'm at a point where I realize its not very good, and would love some advice on what specifically could be done to make this more interesting.   I'm working in Pro-Motion 6.



This is a snip of the dummy level layout, tiles are 32x32.

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