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Messages - nessx007
Pages: 1 2 3 [4]

31
Pixel Art / Re: [C+C] Ringing Hand Bell
« on: June 23, 2016, 10:56:09 pm »
Ahh yeah thanks for the idea, went ahead a gave it a shot here:


Also, while making the frames above I accidentally found a second motion out of a combination of the original and reversed frames that gave the clapper a bit more "drag"(?). Here's that one too:

32
Pixel Art / [C+C] Ringing Hand Bell
« on: June 23, 2016, 04:26:06 am »


This is the first of several small-form icon animations that I thought wouldn't take long at all due to their size. Boy I was wrong, still tweaking this even now. Any thoughts? (this is 8 frames btw and I need to try not to go over that amount)

33
Pixel Art / Re: Sprint Cycle
« on: June 22, 2016, 08:00:25 am »
Fun seeing the animation progress through each stage! (I think the updated hair movement is definitely improved btw)

Also, dunno if I'm the only one that thinks her posture seems a bit hunched now? Its like her head and upper body are leaning as expected, but where her shirt ends and shorts (skirt?) begin is almost level with the ground (instead of leaning at the same angle as upperbody/head, if that makes sense). That said I'm aware this is a draft, so it's probably just the temp clothes throwing me off. Once the clothes are finalized with motion of her run it should hopefully alleviate the hunched look. Looking good overall though, keep it up!

34
Pixel Art / Re: [C+C] Block "Pop" Animation
« on: June 19, 2016, 10:05:45 pm »
Hm, I would disagree with adding debris for a few reasons. Probo's advice is good, but I have an addendum for it.

Since this asset is meant for every block color and type, you would probably be best just making the block completely white for a frame before the pop. If you have the option of 2 frames, you can have it shrink and swell just before the pop, and reuse the animation for every type of block.

Particles are in general well done, however the bubbles on the outer rim (more so the ones in the lower half of the animation) jump around in a staircase movement, try to imagine their center when moving them, as they change shape. That should get rid of the staircase, which I think might be an artifact of your process - which looks like you were moving the final sized bubble first, and then changing the shape after.

Gotcha, thanks for the catch about the movement. And yeah you've already guessed it, the key was to get an explosion that works for all block types, and a fully white-frame-before-pop (with some kind of scaling) would probably look pretty good! I'll mention it to my cousin (the brains of the project) because we could probably do that programmatically too (he's all about saving sprite sheet space whereever/whenever)

35
Pixel Art / Re: [C+C] Block "Pop" Animation
« on: June 19, 2016, 09:56:36 pm »
I like it! all the different particles moving away at different speeds is cool. has a kind of magic vibe, I can imagine it being satisfying. Have you put it in game? that often lets you see it in a new light, the best light really, as that's where it will end up!

I might add one or two more frames at the start, with the block swelling and its straight lines becoming curves, and also maybe try drastically lightening up the block's colours on a frame or two as if its being overcome with the magic energy that pops and disintegrates it.

Thanks! The magic vibe was what I was aiming for, glad to hear it. We haven't implemented this version yet (I would if I could myself, but alas, having one programmer means he's always busy!) but if you're curious to see what we had before (and why we're changing it) here's a little cropped view of actual gameplay with a couple combos going off.

And you mentioned adding some brightness before the explosion, and I agree! We do have some programatic flashing but the problem is it settles on a non-brightened frame before the actual "pop". So that will be worth revisiting. But yeah the old "pop" was very large and overlapping and too long (blocks would fall into a just-exploded blocks space and part of the residue would still be animating on top of it, not very elegant imo.

36
Pixel Art / Re: Pixel Art with supervised learning algorithms
« on: June 19, 2016, 08:23:56 am »
Fascinated by the concept! Machine-learning-anything always grabs my interest. Not sure I can offer much help (and it might be too late anyway) but I remembered seeing this guy's shader for Blender that converts 3D models to pixel art:

http://www.cgchannel.com/2015/02/this-free-blender-shader-turns-3d-models-into-pixel-art/

Sure it's not exactly "photographs" but it would provide some kind of streamlined method of feeding in full-res textured models and rendering images with the pixelation shader toggled on and off to create the before-and-after photos you'd need.

There's another guy who seems to have mastered the hard lines of pixel art being rendered live in his game engine here:

https://www.youtube.com/watch?v=h5SjwrJen3o

That sort of defined line work around objects is one of the tougher things to simulate with automation (I'd imagine), but again using the same method above (assuming you had access to whatever engine this developer is using, and how he's pulling it off) you could render images from 3D modeled scenes in full res, and then again with the pixelation shader. Might be just enough to guide the machine learning along, but hey what do I know!

Good luck and be sure to post again if you do manage to come up with something!

37
Pixel Art / Re: Duelyst Attack Animation Tutorial
« on: June 19, 2016, 04:07:57 am »
Really cool! Would love to see more (since as we all know, all animations offer their own unique challenges/learning opportunities) since it's rare to see walkthroughs by people already working at a professional levels, partly because, I guess, they're just too busy actually working! Thanks and I'll keep my eyes peeled for new installments!

38
Pixel Art / [C+C] Block "Pop" Animation
« on: June 19, 2016, 03:44:49 am »
Title pretty much says it! Here it is:



I'm doing the art/animation for a multiplayer puzzler and this is the second attempt at a block "pop" when it disappears from the board. My first attempt was more like an explosion with yellow/orange colors, but for something that is repeated very very often (since the player is constantly matching blocks) it felt overly intense and too long. The goal here was to get something lighter and faster. Just curious to see what you guys think and to get some fresh eyes on it, thanks!

39
Pixel Art / Anyone here animating in the Photoshop timeline?
« on: May 28, 2016, 11:32:44 am »
Hey guys, newcomer here, not just to this forum but to pixel art in general! My background before starting the whole game dev thing was actually in video/graphic design, so naturally I felt most comfortable in Adobe products when I started to explore pixel art. Photoshop took some serious settings tweaks and tricks to make pixel art friendly, but over the months I've gotten to a good place and able to work quickly/frustration free.

...that is, until I start animating. At first, I was thrilled to find Photoshop had a timeline with layers (reminded me of After Effects, which I was also very familiar with). But I quickly found it to be very stubborn and lacking keyboard shortcut options. I typically use a lot of layers as I work, like if I need to be overlaying multiple animated elements over a base animation, or having all 8 directions for a character animation in one project file, the layer situation can get really out of hand. Just so you have an idea (these "layer stairs" go on much longer in both directions btw):

http://i.imgur.com/8aydSSR.png

Things like trimming layers with a keyboard shortcut, or being able to shrink the vertical height of the layer chunks(so I can see more of my stuff in one view), or even applying multiple duration changes to a group selection, just don't exist. Not sure if it makes a difference, but I am still using CS6, and I was curious to ask anyone else that might be using newer versions of Photoshop (like CC) if their timeline options are a little more fleshed out. Or if they have any advice in general for the version I have currently. I've googled around without too much luck regarding whats new with the timeline stuff. Just wanted to see if I'm not the only one here fighting these battles!

Thanks for your time!

edit: and just to clarify, overall I think Photoshop is great and on the right track, the parts of the timeline that do work as expected let me do things that always felt awkward in their old Frame Animation system. I feel like it gives me a tighter control and better visual reference when I have a lot of separate moving parts. I just wish I was doing more with my keyboard and less one-at-a-time-click-and-dragging with my mouse.

40
Hey guys, Gabe here, signed up a few days ago as a relatively new pixel-artist (if around 8 months still counts as new!)

I'm mostly self-taught, gaining inspiration from SNES games primarily. Last summer, I embarked on a personal project with my programming cousin Andrew with the goal of recapturing the spark and charm of Nintendo games from the 16 bit era. We were heavily influenced by retro puzzle games and competitive/strategy games, and with each passing day our game Super Plexis gets closer and closer to being complete! Still much art and animation to be done though, and I could always use a second pair of eyes (or a hundred) for opinions and advice.

Looking forward to lurking this awesome forum and seeing all your guys stuff! I hope you'll have me too.

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