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Messages - Swifty
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21
Pixel Art / Re: [CC] Knight Attack Animation
« on: August 02, 2015, 01:00:49 pm »
I went ahead and did the top and bottom attack animations:





I had a friend point out, that as this will be in a rather fast based combat/action game the anticipation might be too much. If that's the case I'll drop the in-between and go straight to anticipation > contact.'

Edit: I've just notice in my right attack animation, his sword leg is staying behind while his body is twisting forward with the attack.. I'll have to edit it to bring it forward to add power behind his attack.

Edit2: I've already tweaked the top attacking animation:

I've kept his shield static for two frames after the attack, it looked too fluid/weird otherwise... I think it distracted from the attack overall.

Edit3: I tweaked the top animation again, I was told his attack looked like it was from the wrist, which is exactly right as I didn't move the arm at all. Looks much better now:


I also fixed the right side attack like I pointed out above:



To avoid spamming by constantly replying I'll throw these in as an edit too:

Here's a death animation:


And here is a generic "Use" animation for doors, chests, levers etc:

22
Pixel Art / Re: [CC] Knight Attack Animation
« on: August 01, 2015, 12:04:29 pm »
IrresponsibleFreelancer, thanks for the feedback! You're right, it definitely needed more anticipation, I've adjusted the right side attack animation:



Edit: I went ahead and did the left side attack too:


23
Pixel Art / [CC] Series of Knight Animations!
« on: August 01, 2015, 04:04:50 am »
Howdy all, I thought I'd throw up my rough Knight Attack animations for some C+C. These are for the auto attack, so nothing too fancy..





I really want to push my work for the game they will be in, so any feedback or thoughts are much appreciated, thanks!

24
Pixel Art / Re: [C+C][WIP]My first attempt at a walk animation...
« on: June 19, 2015, 05:24:59 am »
That's a huge improvement, great job but there's still a few little kinks to work out;

The legs on your walk cycle aren't moving at a constant pace per frame, when you walk your speed stays relatively the same, so your limbs, like your legs, should be moving roughly the same distance each frame, in your passing frame their is barely any movement, this makes it feel like it just snaps into the passing stage before going to the high and into the contact.

Also your feet are bouncing, they aren't staying on a plane, when they make their contact frame, they should stay on that level.

The last thing to note is his head bouncing feels quite jittery, again this has to do with not moving the body at a constant pace, If you study my edit I only ever move the height of the unit a single pixel at a time, yet he has a low point and a high point during his walk cycle.

Edit here:


25
Pixel Art / Re: [WIP][CC] Looking to Push My Characters
« on: June 19, 2015, 12:05:08 am »
Okay here's my 2nd pass edits:



I took a lot of inspiration from your work Amorphous while trying no to just blatantly copy it! I really love the little grass details you put on the druid's staff and the twigs atop the Treant Defender, as well as the little "shines" on the Skeleton Kings armor & Sword, really adds to the overall unit. Also another observation I had in regards to the Treant that my original unit was quite top-heavy, so going with your edit I extended the roots at the base to make him feel overall more solid.

I've condensed my colour pallet and have tried to reuse colours as much as possible across the board on the units. I'm really not sure how to layout my colour pallets or how to develop them colour wise.. any tips here or good articles to read would be great!

I'll start on a couple new units next, adhering to what I've learnt, cheers guys!

26
Pixel Art / Re: [WIP][CC] Looking to Push My Characters
« on: June 18, 2015, 03:24:58 am »
@Fickludd - You're right, I definitely tend to start out with the line art and move into colour, I'll make it a rule to start blocking in with values and shy away from lines.

@Amorphous - Really appreciate the tips for the colour pallet. I'm unfortunately stuck working on a laptop with a pretty bad screen after my desktop has kicked it so it's making me getting a good colour pallet even harder. I'll work on re-using colours between units to tie it all together, great tip that I have overlooked!

Your edits are really great! It's on a whole other level, and you make it look effortless, man I love what you did to the Treant Defender!  This is why I love CC so much; there's tones I need to learn. I'm going to do a 2nd pass on these, I'll post how I go :)

27
Pixel Art / Re: Fighting Game Animations
« on: June 17, 2015, 06:16:33 am »
Rosier, if you have GameMaker:Studio the latest versions of the sprite editor has onion skinning, which really helps!

They did a bunch of other improvements as well that I can't think of off the top of my head. Also just in case you didn't know in the editor the 1 & 2 keys cycle back and forth between frames :)

28
Pixel Art / [WIP][CC] Looking to Push My Characters
« on: June 14, 2015, 02:21:53 am »
I've been working on a few characters for a personal project, and I really want to push my pixel art to the next level. I'm looking at any advice and CC you guys can give. I feel like my weakest point at the moment is good colour pallets and shading.



Just a note, that these will all be animated so I've tried to keep the shading and colours to each unit fairly simple.

29
Portfolios / Pixel Artist & Animator
« on: June 07, 2015, 11:26:48 pm »
Howdy everyone, I'm Brodie Swift, an Australian based freelance pixel artist & animator who's currently looking for work!
 
You can view my current up-to-date portfolio here:
http://www.bmswiftdesigns.com

Work Samples:









You can contact me at:
bmswiftdesigns (at) gmail.com

Thanks for looking!

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