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Messages - Nirel
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11
Pixel Art / Re: Stingray sprite [wip].
« on: April 06, 2015, 09:08:13 am »
Thank you very much, I'll try and play with the location of the mouth and see what happens, the banding is going to be fixed to my capabilities when I'm more confident about his general shape (at least what I notice, I assume you meant around the eyes and brows).

This is how far I've got with the sprite by the way, it's still obviously very much a wip, I think I mainly need to flap the wings and wave the tail, I'd be happy to get criticism and ideas.


Regarding the background, I've actually made a thread about it in animation section http://wayofthepixel.net/index.php?topic=18003.0
I tried doing the background traditionally at first, but it seemed like it would take forever and I got stuck very quickly.
I ended up using a variation of this technique http://wayofthepixel.net/index.php?topic=16531.0
I took this picture
heavily filtered and transformed it, added a bunch  of different gradient layers and cloud filter layers from photoshop with different blending options, and this is what turned out.
The original file was huge but when I decided to animate it, I had to make it much smaller, tile it, and make it less interesting as a result. Also, the process was mostly an hour of experimentation after I started going in this direction, the animation is simply playing with the opacity of 1 of the layers.

12
Pixel Art / Re: Shmup background animation.
« on: April 05, 2015, 07:42:11 am »
Nice application of index painting.  makes for a cool effect - it'd be great if you can get the engine to dynamically render it rather than have to bake it out as an animation.  I'm assuming you used index painting methods on the tiles too?
Hi I love your work! If I would know how to make the engine do it I could do  much cooler stuff, but I'm just 1 person and a hobbyist artist and programer, I only used dynamic indexing for the tile walls because that's when I found about it(it saved me a lot of time).
I think this method is really good with AA animations so I'm going to use it for the avatar that's supposed to change according to life status.
This is how it looks so far, it's also just 1 ramp as you can see, so it would be easier.

I've made a thread about it here, if you have any pointers I'd be more than happy to hear. http://wayofthepixel.net/index.php?topic=18076.0

13
Pixel Art / Stingray sprite [wip].
« on: April 04, 2015, 10:47:34 pm »
hi everyone :)
I have some time to continue working on my shmup,
I've decided to make the main character a stingray but I feel a bit stuck and I'm not sure how to make it better, any criticism is welcome.
The avatar would change with the life status by the way.






New avatar version:

14
Pixel Art / Re: Shmup background animation.
« on: April 04, 2015, 10:36:57 pm »
Well, I don't think getting "closer" to background even makes sense in space.

Pretty sure that's water?

It's technically Space water :) and you're supposed to fight some generic fascist cyborg alien zombie fish type enemies.

Beware of contrast problems. The "water" ranges from almost black to almost white: what foreground enemies and objects are going to be easily distinguishable in both cases? You might try limiting the use of bright colours (for example, small specular highlights in moving waves and ripples rather than large blobs) to optimize for bright foreground objects.
I thought about having important objects in strong colors to circumvent that but you may be right, I think I'd try to get the game to a playable state and see from there.

15
Pixel Art / Shmup background animation.
« on: March 13, 2015, 10:56:09 pm »
Hi :)
I made this looping background, I want to move back and forth in frames to make it look like you're getting closer or further from the background, this is also supposed to parallax with moving fish in the middle.
Please tell me what you think of the idea, if it's viable, and how I could make it better.

example with the rocks from http://wayofthepixel.net/index.php?topic=17752.0

16
General Discussion / Re: HD Index Painting in Photoshop
« on: March 01, 2015, 05:54:27 pm »
By the way, I found a way to assign exact values but it's a bit clunky.
Oops, I just read a bit backwards and found I basically reinvented something already known lol...

17
Pixel Art / Re: Underwater rock tiles [C+C]
« on: March 01, 2015, 05:51:28 pm »
Bbump  :D
please give me some crits

18
General Discussion / Re: HD Index Painting in Photoshop
« on: February 28, 2015, 10:07:33 pm »
Hi,
So I just came across this today and it's really amazing!
I just thought I might jump in and say you can get pretty accurate multicolor ramps. I played with this a lot today and found that you can even force preexisting pixel art to work with this in the same palette, the gradient has no limit to it's colors and you can use the curve and/or the exposure adjustment layer to make sure it uses the colors you want and only them.  Each ramp obviously needs it's own layer but you can reuse colors(the colors look the same but aren't the exact same value, this can be solved when saving).

I believe this can have broad implications on pixeling like animation for instance, you could aa transform sprites, or do an automated subpixeling animation using clipping-mask layers. I made this quick demonstration using 2 frames and no cleaning.

I also like the idea of being able to play with the palette real time without it being destructive, you just create a new gradient layer on top and/ or stuck with different adjustment layers like color lookup.
I'm currently looking for more things you can do with this technique, I'm very excited :) 

19
Pixel Art / Re: Dirty indexed sub-pixeling animation in Photoshop and more.
« on: February 28, 2015, 08:32:35 pm »
Dan Fessler is actually our very own Indigo. You can see the thread with more discussion on the technique here:

http://wayofthepixel.net/index.php?topic=16531.0

It's certainly awesome stuff for specific tasks. Cool to see it being applied to animation too ( no matter how dirty it may feel)
Oh wow cool I didn't know that! so I guess I can move the discussion over there, maybe an admin can close this thread than.

20
Pixel Art / Dirty indexed sub-pixeling animation in Photoshop and more.
« on: February 28, 2015, 05:16:51 pm »
Hi,
So I just came across this amazing thing today
and found out you can almost as easily set up pretty accurate multicolor ramps, I made this quickly from 2 frames without any cleaning to show how it works

It also has other implications like having all of Photoshop's tools at your disposal when pixeling, quickly changing palettes in Photoshop and so on.
The main weakness is that I may be able to use colors that look the same, but I don't know how to control the exact values, so you may want to make sure there are no colors overlapping or force it to the specific palette when saving.

Needles to say you still need a different layer for each color ramp though you can still reuse colors(sort of). You can transform different layers together, which means you could AA rotate or resize entire sprites( It obviously won't be perfect but could save a lot of time).
 
I figured most people who use this technique would also know how the make the ramps multicolored but I thought a lot of people didn't know about this and would find it useful. I also wondered if we could start a discussion about this technique, and maybe someone has an idea of how to make the process more efficient or assigning the palettes exact values. 
I forgot to write how I did this lol, I think it's pretty easy to understand if you did Dan Fessler's set up, if anyone wants to know exactly how I did something leave a comment.

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