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Messages - StarRaven
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41
Pixel Art / Re: [WIP] Need Help w/ 8bit 16x16 2frame Char
« on: March 18, 2012, 08:04:11 pm »
I don't think that the previous edits with an obvious front leg/back leg in the two-frame animations are an effective way of making a two frame walk cycle. If you're making a four-frame walk cycle, you definitely need to show which leg is in front of behind, but with a two-frame walk cycle, you want to obscure that as much as possible to fool the viewer into thinking that they are seeing more than two frames.

This is the only example I have at the moment: The only things I can really tell you are:
- It's easier to illustrate a run rather than a walk with only two frames, since the legs are further apart.
- A faster animation covers up the fact that there are few frames better than a slower animation (like mine.... :-[)
- Definitely don't shade the legs; the viewer will be able to tell immediately that the animation is only two frames.
- Sorry I don't have any arm movement in this sprite. I didn't work on that until much later, when I had bumped it up to more frames. D:

Actually, there's a tutorial floating around here that explains all this way better than I can. Here it is.

Edit: Your new one looks good, but that head movement looks like a pigeon head-bob or something; I don't think the forward movement works well at that small size. Also, his arm looks like he's walking with his hands behind his back.

42
Pixel Art / Re: LeshrotArt Gallery
« on: March 09, 2012, 10:46:10 pm »
I'm pretty sure this forum is more for critique; if you're just looking for a, "Hey your art looks good!" comment, this is probably not a good place to find it, as I hear non-critiquey comments like that are often deleted.

If you're looking for critique, post a work-in-progress of the piece you're having problems with. You're probably not going to get many comments on pieces that look finished.

Edit: If you want to have a gallery for your finished pixel art, try Pixeljoint. :D

43
Pixel Art / Re: [WIP] Yian Kut Ku
« on: March 02, 2012, 08:56:55 pm »
Nitpick: Kut-ku is pink, not red/orange. The colors right now look... charizardy. That is totally a word.

44
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 28, 2012, 01:48:34 am »
Damage/death animation:


I tried doing it at an angle so I could use it for both the front and side views. (And also because I think it looks better.) I pondered changing to isometric at one point but I don't like using directional buttons for that, it always feels awkward.

45
Pixel Art / Re: [WIP] Yian Kut Ku
« on: February 26, 2012, 06:13:54 pm »
It's looking good so far. :D However, if you're just going by the creature, you can change the colors somewhat -- kut-ku is very brightly colored: http://img-cache.cdn.gaiaonline.com/ae6cab955a26697385f57b0f4d997a0d/http://i22.photobucket.com/albums/b306/Zsaber12/YianKutKu.jpg

The eyes look a little like they're on top of the beak.

It's looking good so far! :D

46
Pixel Art Feature Chest / Re: [WIP][Nudity] Another Werewolf
« on: February 25, 2012, 02:58:00 am »
I don't really think the guy adds anything to the picture. The werewolf looks stellar; he's bringin' her down.

Sorry guys, broad changes to the arm position, at this point, aren't gonna happen.
For one, I don't think it's necessary and I want the arms to be back there because of flow and balance.
This is more of a hand gesture than an arm position issue.
I just thought changing the arm position would make it easier to change the hand. Problem solved with the new one, in my opinion! The hand looks 100% better!

Yeah the fur does indeed not have the same length at all places.
Less on the front more on the back.
Yeah, I was just pointing it out. Showing a chick's girly parts in spite of fur seems pretty much the norm for furry art.

47
Pixel Art Feature Chest / Re: [WIP][Nudity] Another Werewolf
« on: February 24, 2012, 03:58:27 am »
This is looking pretty great, but am I the only one weirded out by the, uh... anatomical detail down there?
She's covered in fur, but it looks like her vag is clean shaven. o.O
That's weird, but the furless boobs aren't? Haha.

I have to admit that it's kind of strange -- the fur on her head and shoulders and elbows implies that she has long fur, but the naked naughty bits and detailed musculature makes it look like she has either really short fur or none at all in places.

The guy looks a little short, like his legs are not long enough. You mostly took care of this but he still looks a little odd. It's a good idea to draw in the whole body before you cover it with clothes so that the proportions are good.

I was pondering that hand. Here's my suggestion:


I liked the look of that red lighting, honestly. Not that the pink isn't neat. Just my two cents. :3


My apologies in advance if this has all been addressed or something. I write forum posts at the speed of a melting glacier evidently.

48
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 21, 2012, 08:18:07 am »
So I experimented with a font.

When an item is selected or the character is facing something interesting, something like this will pop up:

There will be no full-screen pause menu things if I can help it.

It still needs some shading and tweaks but I am so done with this thing for now. Back to animation. Sprites are more fun to look at anyway, haha.

Facet:
To be honest, I can only stand so much deviation from symmetry anyway. One of the reasons I like big honking UIs in the first place is that a thick frame is less intrusive than a bunch of junk hanging all over the screen. (In my opinion.) I also don't like having to pause the game to view a menu or something (nothing like pausing the game to use an item to interrupt the flow) which is why I tend to... well, shove everything onto the main screen. For lack of a better way to put it. Ahaha~

Seiseki:
I have never played any of the Resident Evil games, to be honest. :blind:

49
Pixel Art / Re: [WIP]Anime style
« on: February 21, 2012, 04:31:42 am »
First off: big improvement. I'm glad to see you don't have peoples' chests up by their necks anymore. Heh. Your color choices are also much better.

The sprites look pretty good, but the portraits need some work. With a style like anime, less is generally more. Shading all of those muscles in the neck is just unnecessary, and it looks really weird with such a simple face. There's also a lot of anti-aliasing (to the point where I was almost convinced that it wasn't pixel art) on the middle portraits; it's starting to look fuzzy. I would tone it back a little.

Other than that... I'm not a fan of that spiky, angular shonen look like you see on stuff like DBZ or Yu-Gi-Oh, so I can't really comment a whole lot.

Only real crit I have about the sprites: one of the girl's boobs is about twice as big as the other one, which looks to be the right size. A sprite this size will never be sexy, so there's no need to have huge boobs.

50
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 20, 2012, 01:12:15 am »
I'll be perfectly honest; there's a reason I picked flat, cartoony graphics for everything else. Rendering is not my forte, and it's not really the look I want to go for. Actually, I think I'm going to go back and flatten it out a little. My attempts at shading are just making it look like a mess, I think.

It would be great if everyone could tell me more about UIs obscuring the player's vision, it's super helpful. I wouldn't think of it at all if people didn't mention it every other post to remind me. Sarcasm aside: yes, I do think about it. I test it out every once in a while by laying it over the mockup to see how much it will obscure in-game. I've moved it down to the bottom:

I'm thinking of moving the circular part down a little further, actually.

The asymmetry of it is really getting to me, though. I could do something like this:

...but I dunno. Bleh?

Yeah, I think I'll just do something like that.

I really wanted to go for an antique frame sort of look but every comment I get wants to move me away from that so I guess I'll give up.

Edit: Unfortunately, there isn't really a UI-appropriate beastie I can add, so unless I want to insert a snake motif into the game just so I can have one in my UI, I'm out of luck. ....I'm really, really tempted.

Edit Again: Here's what I'm working on now:

Any terrible mistakes that need to be rectified before I clean it up?

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