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Messages - eishiya
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281
What about Aseprite? It seems to have almost all* the features you want for your editor, including a modern UI. It's also under active development, so if there are features that are missing, you could ask for them, or even help implement them.

* It's missing customizable exporting, but I think that's on the road map (they're working on a scripting system for it, which will probably obviate that as a separate feature). The current spritesheet export is already pretty good.

282
Pixel Art / Re: Need Second Opinion
« on: October 12, 2018, 12:40:00 pm »
The sideways run also feels like a diagonal run because the far (black) buttock is consistently visible to the left of the front (grey) buttock.

The torso should move up and down with the run, as when the legs are extended, they're not pushing it upward. The lack of vertical motion may be what your friend meant about bending the knees more.

It may help you to draw the floor underneath the figure so that you can position the feet in a way that makes sense, as well as add a simple torso so you can more easily track its motion and rotation.

283
Pixel Art / Re: Help With Character Base
« on: October 11, 2018, 08:25:49 pm »
Giving your characters a little volume can actually make them easier to animate, because it'll be easier to show motion clearly in fewer frames when the volumes and major shapes are well-defined. When everything is flat and stick-thin, it's a harder to keep the poses clear. Plus, if you're relying more on volumes and larger shapes, that means you can rely less on details.

284
Pixel Art / Re: Crouch animation (WIP)
« on: October 11, 2018, 08:22:51 pm »
Try to avoid frames where the legs overlap perfectly, with the far leg disappearing entirely. It makes the overall motion less readable.

Crouching is something one does with their entire body, so you'll probably have an easier time spotting mistakes if you add at least a torso and the arms (if only as stick figures).
One issue I see is that the legs are able to get back to the front position very easily, but when they have to be bent, it's harder to move the leg forward compared to moving it backward (i.e. propelling the torso forward), giving crouch-walking a distinctive rhythm of long and short motions.

285
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 11, 2018, 12:39:53 pm »
I see what you mean about the stairs leading up! I think the problem is due to several factors:
- the stairs get narrower as they go up, but we expect them to get wider because of perspective
- the vertical parts are larger than the horizontal parts, but with this perspective, it should probably be the reverse
- the edges of the steps aren't defined
While the middle "issue" can be fixed, the other two can't really be fixed without making a weaker image overall. Instead, I think you should consider alternative solutions, such as making the staircase wind instead of being just straight. That's a common method games with this projection use for staircases, probably precisely because it eliminates the ambiguity of front-on stairs by giving you the opportunity to show the sides of the steps.

Here's an edit to make the stairs curve:

I also had some fun and added some details to make the steps look a little more like they're part of the cave itself in the second edit :>

286
Pixel Art / Re: [C+C] Silent Hill GBA
« on: October 11, 2018, 12:21:30 pm »
Pistachio's right, some noise is good! But, I think it should be added later, once you figure out the overall forms and shadows. My goal with the edit was to show how you can start with the forms to create a base to add texture too, so that you don't lose the important forms when you add texture. When you start with the texture, it's very easy to lose sense of volume.

287
Pixel Art / Re: Help With Character Base
« on: October 11, 2018, 12:16:34 pm »
I think the feetless legs look weird. Even if it might make sense if you think about it, I think it would look better with feet so that it's not distracting.

The heads look wider than they are tall and flat from the side, like ET's head rather than a human head.

The torso looks like a flat ribbon. Give the character a butt and a chest! Those parts of the torso are thicker than the waist. In addition, the neck would look better pushed back a pixel, as it lines up with the spine (or rather, it includes the spine!).
Adding thighs might also help you define the legs in a more natural way, giving you room to hint at knees and the natural bend of the leg.

Here are some base sprites I made in a similar style a few years back, along with their silhouettes, perhaps they might be of use:

288
Pixel Art / Re: [C+C] Silent Hill GBA
« on: October 11, 2018, 01:50:51 am »
The pose looks good, there's a subtle lack of balance to it that feels creepy.

Your sprites look very flat, so they don't read well. I think if you give the sprite some volume, it'll read more like its intended, creepy shape.

Use the highlights more sparingly. Get the form looking good without them, then add a few highlights to add some extra volume/clarity. Right now it looks like you're placing them randomly.

Here's an edit of the largest sprite focusing on the major forms, with fairly minimal details:

I also added an outline to most of it, which helps it stand out from the background.

289
Pixel Art / Re: [WIP] I pixeled my DnD character..
« on: October 10, 2018, 10:29:16 pm »
The darker skirt works much better for the design!
It still looks a bit pillow-shaded though. Outlines usually don't need shadows around them; for shading you should mainly be thinking about the overall 3D form of the object, not the 2D lines that delineate it.

Consider making the back of the cape darker - with the light source being in the upper right, it's not likely that much light would hit the cape.

290
Pixel Art / Re: [CC] - 8-Frame Walk Cycle
« on: October 10, 2018, 04:09:03 pm »
For torso rotation, it might help to work with a little bit more than just a silhouette. Add indications of the ribcage and pecs, and you might have an easier time seeing how the silhouette should change.

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