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Messages - Zoggles
Pages: 1 2 3 [4] 5 6 ... 9

31
Archived Activities / Re: HEXQUISITE CORPSE COLLAB II
« on: October 24, 2009, 10:00:23 am »
Heh Bonus tiles... hehe I like the sound of that :) Though I'm not sure what the bonus would yield.

Perhaps extra colours? You could keep the main palette with only 16 colours in it and different tiles have 0-4 extra colours (different combinations from a second set of 16 giving a full image total of 32 but only 16-20 per tile) available - which can only be used within the confines of the non-masked area (i.e. not the shown border). The whole image could therefore have a predetermined (by ptoing) colour bias thanks to the added bonus colours.

The board is beginning to fill out nicely.. can hardly wait to see the final unveiled monstrosity in all its glory.

-Z-

32
General Discussion / Re: How about an employee review thread?
« on: October 23, 2009, 04:15:20 pm »
There is merit to the idea, though perhaps not to the solutions.

Whilst the mechanics might be the similar : sending in a potential review for moderation and possible inclusion in the employers thread / sending in a review potentially giving or removing a strike which can result in being restricted from this forum section. What would prevent reading this forum from a new account and then PM'ing or emailing the potential employer from your main account without then needing to enter this forum?

Any work relationship formed over the internet is intrinsically based upon trust. But whilst we have an employer reviews thread, there is less available for the other side, and even as a possible employee (on whose side this setup is slightly in favour) I do see it as slightly unfair and lacking.

Perhaps there should be some kind of 'reviews' thread, and artists could be encouraged to have their employer (paid or unpaid) send in a comment or complete a simple questionaire after a completed job. I would far rather see a thread that praised the good rather than one that only had a few negative comments on the bad. Not everyone that might apply for a job offer has a portfolio thread that could be commented on, but anyone who is interested in taking up work from this section of the site could have their name added to the list in such a thread. Possibly even with everyone starting out with a 3-star rating that improves with good feedback, and might drop with too much negative feedback.  Whilst stars and occasional comments might not give a complete picture, it would at least give a vague indication to a new-coming potential employer who doesn't have much else other than postcount (and submitted samples) to go by - and may not be familiar enough themselves with pixel art to distinguish genuine quality.

References are one possible solution, but not always fully reliable. Also, sometimes not available from older work/clients, they can inconvenience people, and are not always available due to confidentiality / possible clashes of interest or many other reasons. Whereas a review from a previous advertiser here after completion of a job means there is little need to ever trouble the client repeatedly for references, and it bypasses the need for an old client and potential new one to have to deal with each other. So a sort of 'references'/employee rating thread could be a useful addition for employers and employees alike.

For the good artists with good history, this only helps to show their reliability and credibility.

For those with bad reviews (perhaps only shown as fewer stars) they will have to work harder and possibly offer reduce rates to try and rebuild those fences they broke along their path.

-Z-

33
Pixel Art / Re: First Attempt at Animation.
« on: October 22, 2009, 05:36:48 pm »
That's a nice little sprite and animation. If there's one thing I'm really useless at, it's characters and character animation, however a couple of things instantly stood out at first glance.

Firstly, the legs. I'm not sure what the segmentation is supposed to be - whether it is wearing matching colour knee-pads or if its some kind of bandage-wrap, however on the right leg (his left) the bottom line seems to get left behind in the leg up/down motion. I feel the line needs to be altered (not just raised) for the upper position.

Secondly, the arms. The simple up down motion seems quite stiff and as if you've just moved the 'arms' layer of your sprite up and down. A little variation in the bend of the arm, or raising the rearmost hand an extra pixel would help offset the stiffness.

To double check myself and see if what I was trying to say worked I started a quick edit of it. However, after attempting to tweak the knee and arm, I noticed that some of the shading didn't seem very consistent. In particular the black outlines, so I moved these to fit better with your apparent lightsource given the majority of the shading. I also tested out using the white to add some extra highlight to the legs, though perhaps it is too much. I haven't altered the palette in any way, though I feel many of the shades are too similar and it would benefit from some palette tweaking.

Anyway.. this is only a quick edit and I'm really no good with characters so perhaps take my edit with a pinch of salt, but perhaps it will highlight a few things that could use attention, and I know there are many here who could produce a much finer edit than this one.



-Z-

P.S. Welcome to Pixelation :)


34
General Discussion / Re: Official Off-Topic Thread
« on: October 22, 2009, 05:34:44 am »
Awesome play-through Helm hehe you make it look *so* much easier than I ever remember it being. Then again.. I don't think I ever realised about the animation invincibility frames back then.

Great commentary too :) an interesting read - though in many places required constant pausing to make sure to read both it and any onscreen dialogue etc. Watching the playthrough again, that last New Washington work mission just seems so bizarre.. I mean woot.. we have a faulty board in the main electric power supply for the city..and going in to replace it will trigger a 90second self detonation sequence..  anyone with a work permit who wants the job can have it.. no extra credentials required.. the power for the city rests in your hands stranger.. good luck and p.s. please don't fail or we'll all be buggered.

I remembered the Death Tower stuff very clearly. That (at the time) seemed to be a pretty sudden 'difficulty' jump but also remember the lovely street scene and getting the taxi. Oddly however, I couldn't remember the last level(s) at all - though the ending I could recall. Whenever I have flashback of Flashback though it is always of the first zone. Beautiful art, excellent control of level design, good use of puzzles, and very nicely allows you to experiment and familiarise yourself with the controls and mechanics.

Anyway.. a nice trip down memory lane that I probably wouldn't have had without your uploads. I will at some point find the time to give the game another play - and will pay attention to the invicibility moments :)

Thanks for sharing that.

-Z-

35
Archived Activities / Re: HEXQUISITE CORPSE COLLAB II
« on: October 19, 2009, 10:58:15 am »
Hmm not sure why you'ld feel sorry for them... doesn't look too bad. In fact I think I may have a go at it myself.


#75 please


-Z-


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Edit:

Done and submitted

36
General Discussion / Re: Pixelling reflective windows
« on: October 19, 2009, 10:43:56 am »
As much as they are both great photos showing what *can* be done to windows, I'm not sure the viewpoint is all that relevant to the 3/4 view of the piece in question seeming as you are looking down not up. I guess you'ld really be seeing the grass/gound in the reflected windows instead of sky, but I'm not sure how weird that would look.



or

http://www.wealddown.co.uk/images%20historic%20building/market_square_aerial_view.jpg
http://www.theplancollection.com/house-plans-images/aa/elev_lr544502351_1000.jpg
http://www.planetware.com/i/photo/washington-white-house-presidents-park-washington-d-c-dcwh2.jpg
http://www.planetware.com/i/photo/palace-of-holyrood-house-edinburgh-sco531.jpg

Probably better other example images out there, but these were from a quick google image search for 'aerial view house'

-Z-

37
Pixel Art / Re: Rpg Wizard [WIP]
« on: October 18, 2009, 05:42:04 am »
It's certainly better than many 'first attempts' I've seen. You have avoided common pitfalls such as 'stepping' and 'pillow shading' however, as Gnarf said, it is very flat and there are a few too many straight lines.

My main concern though, is if this is for a game, it is very big. and any animation of it would be very tedious or look very choppy from lack of frames to smooth out any animation.

As well as checking out the tutorial Gnarf linked to, you may want to consider making things smaller. Even if you end up making every thing looking obviously pixelated by displaying everything at a 2x zoom in the game. Reducing the size of the sprites somewhat will make it much easier to colour and give better depth to. One of the hardest things I find is to colour a large area that lacks lots of extra small details. If you do want/need to keep him this size, then perhaps adding some subtle pattern onto his hat and robe would help - as if both were embroidered with some kind of ornate design. Maybe even just a whole load of stars or something. Either would help break up the large expanse of a flat grey.

-Z-

38
Pixel Art / Re: Manta-Ray Ship [Space Invaders-ish/Galaga project]
« on: October 17, 2009, 06:54:35 am »
I very rarely seem to do anything like 'spaceships' etc so I thought I'd have a closer look and play with yours - keeping the same design (well.. adjusted slightly) and same palette (though in Z-2 I altered the colours slightly)

My aim really was to try and add some solidity to the ship instead of it seeming like a wafer thin and flimsy looking ship (especially as the player would want to feel powerful in it) However, in playing around with the shading etc I think I have altered the viewing angle too much. Still.. it was mostly a self-test to fill a few spare moments, but thought I'd share my results with you in case in gave you some ideas or whatever.



-Z-

39
Archived Activities / Re: HEXQUISITE CORPSE COLLAB II
« on: October 15, 2009, 10:13:34 pm »
Purple tiles signify that they are within (or close to) their last 24 hours. In some cases I will be flexible here, which will be handled via PM.

Therefore these tiles may become open again (if the artist who nabbed it doesn't finish within a reasonable time period.)

-Z-

40
Archived Activities / Re: HEXQUISITE CORPSE COLLAB II
« on: October 15, 2009, 08:49:06 pm »
I'll take that Number 38 if you don't mind

-Z-



----------------
Edit:

Done and submitted

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