Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tycho Magnetic Anomaly
Pages: 1 ... 4 5 [6] 7

51
Pixel Art / Re: My first tree
« on: May 27, 2017, 06:48:49 am »
Um, you know, I think this is pretty neat`n`sweet as is. I think the shape and general foliage is good, but perhaps a tiny bit of shading on the bark, darkening sections where you can see under/through the canopy, and perhaps introduce another subtle color into the shades of green you have, (like the slight yellow I used)
And just for a bit more character a small branch lower down with a bunch of leaves.



You can try experiment around with a few things, like the colors, and shading to make it more like you had in mind.


I am also new to pixel art and it is also a coincidence I also had by very first bash at making trees, not just for pixel art but for any style. The trees I made are pretty low res, but not as low res as your one, but perhaps you can get some ideas about interesting shapes and method.
(the row of trees at the top, after a bit of practice)


The method is very simple and quick,  I just use cross-hatching of a "line" brush at various levels of darkness, , then copy what i have and paste , re-color/size, then place .. repeat.. a bit of shading .. well here is a timelapse video  (  https://www.youtube.com/watch?v=NSrys0PGY28&feature=youtu.be )  ... Perhaps you could gain some ideas about how to build up interesting foliage this way, or not :)

But I do like yours anyway, It is I feel a nice balance between a realistic looking tree and a cartoon style of tree.

Keep up the good work.

52
Pixel Art / Re: My News Pixel Arts
« on: May 26, 2017, 05:44:31 pm »
Hi there..

I think the scale-up and re-detailing is fine, the color themes you have chosen could be better, in particular on the wolf guy.. his eyes and hands seem completely lost , and your last 2 "evil (i assume)" variants, the eyes on both need a little bit more work.

But to be honest I question why you are doing this, if its a case that you are experimenting with pixel art then why not try develop a character out of your own imagination? It can be inspired by sonic or something else, but I think the problem with copying something so closely as in pixel by pixel, is you are not going to get experience with being creative yourself.  My suggestion is try, try, and try again to make your own works and after seek reference from other peoples work to see how you can improve it, rather then take someone else art first and trying to improve / mod it.


I hope to see something out of your imagination next time :)
Keep at it

53
Pixel Art / Re: [C+C] Outrun Inspired Piece
« on: May 26, 2017, 01:20:50 pm »
Hey, I have a particular fascination with neon, in particular 80s neon things, and most especially hot pinks, I think you have managed to capture both that 80s retro feeling and at the same time a good reference to the game this image is based on.

I would agree and say it needs "something" else, the truth is there is a ton you could do with it, but you don't want to end up guiding the lily either. Perhaps some neon-ish abstract wire-frame simple cubes going into the distance. I notice you have a darker line on most of the areas of the blue grid, I might suggest (if you have colors to spare) that you apply that on your grid on both sides, perhaps use 3 shades going darker, this might give the appearance of a slight glow, I am also curious if you could do it on the elements in the sun too.  A quick way to test how effective it might be before committing to painting is bring the image into photoshop(or whatever), color pic all the  blue grid lines out, and pop it on its own layer, then simply experiment with layer styles/glow/gradients.etc , might be worth doing also on the sun. 

But hey I am a sucker when it comes to glows , hazes, neon.. this image could work just as well as you have it but with a bit more feature on the left and right sides.

good luck with it,, I would be interested to see it if you ever complete it.

maybe also cast your peepers over these for inspiration.
https://www.google.ie/search?q=wallpaper&hl=en&biw=1360&bih=652&source=lnms&tbm=isch&sa=X&ei=Vb7qUrygForF7AbvkIGYBw&ved=0CAcQ_AUoAQ&gws_rd=cr#hl=en&tbm=isch&q=80s+neon

54
Hey folks thank you so much for the detailed advice, this was starting to break my balls ... I figured out a way after my post here, but your method is way better so I will defiantly start to use your method.
I had planned to use flash for a number of promotional things too and this advice will help me in a more general sense too.

I adore those animated chest sprites yaomon17  :)

55
Pixel Art / Re: Leucrotta Sprite[WIP]
« on: May 25, 2017, 10:30:10 pm »
Hi there RealestEstate

I assume your creature is fantasy/alien in theme? in that case I think what you have is pretty darn impressive as is, I mean if it were a horse there could be some form improvements sure, but I don't think your idea is to have it like that?... anyway I cant really see much wrong with the form in my humble amateur eye other then to perhaps move the back right leg back a pixel or two, but regarding trying to get a fur look, i think that could be done with just a few pixels in the right place outside of your boundary, then build it up a bit as you go into the chest.. I say chest since I assume by the look of your images that the chest region was the place you wanted to look a bit furry?..   also your pixel density and pallet made it a bit tricky to get it looking ideal, but perhaps you can use what i have done and improve on it or cover the whole body.

One thing I would note are the grey hairs?.. I really think they needed something , and my thoughts on that where to use it as a feature of the design by simply changing its color to a more exotic feel.  I am not sure if you are using a restricted pallet but i used gradients just to make those a bit stronger,  but they could be look just as effective with a solid color. But the grey you used was I think way too flat, and it almost looked like it was an area you "forgot" to color/shade



I gave you those strands of hairs separated so you can easily experiment with tinting on an layer above, without having to repaint anything.

Anyway most certainly do not scrap this, it is so very imaginative and even if you don't use it in an application, be sure to add it to your portfolio I would say!...  its really fine work all in all.


56
Hello folks I have been struggling to work out a way to put multiple animated gifs so they are displayed on one image, for example walk cycles of sprites, animated sprite sheets

I am really really pulling my hair out with this.
I tried to see if I can do it with spiter, but it cant import animated gifs
I know ps cs5 and over can do this, but i only have cs4
I have flash (macromedia flash) 8, and this seems like the perfect thing.. i can import the sprites onto the canvas and have each animation on its own symbol (timeline)..  but when I export/publish it always only shows the first frame, I have tried messing about the the fig publish setting making sure its set to non-static exporting.

on googling a bit more I see that in order for flash to export the frames the frames have to be on the main timeline, but there is a big problem with this that when i bring sprite a in ,, and import the frames directly to stage/main timeline, it imports always at cords 0,0, there are no options to import to stage at a certain position.. .anyway, the problem now is that when i import my next animated sprite it will import all the frames right on top of the last imported sprite.  the only way to fix this is to literally select every frame of every sprite one by one and re-position it manually in some other place. I intend to do possibly 100+ variations of animated sprites so I need a better system then this. I cant understand why flash wont export/publish the frames when they are in their own time lines, at least then i can grab the whole symbol and move it over.  I did also try to select all the frames of one sprite on the main timeline then attempt to drag the sprite, but despite me having selected all the frames in the timeline when i move the image/gif it only moves the first frame position.

Dose anyone know at all a quick and easy method to just drag and drop pre-made animated gifs beside each other onto the same page so i can export out animated sprite sheets for characters. I don't have any money at all so cant afford any paid tools at this moment to do this. I basically have what I have, so if there is some method I can do with what I have, or some free method I would be over the moon.


BTW, I am not 100% sure if it is just my connection or setup, but the post captcha system seems to be not working very well at all.

57
Hello everyone,

I thought to repost this from another forum I posted into.

A quick tutorial on how to get a nice effective old school CRT look.


Ok so I really like that old CRT  look, in particular when it comes to pixel art. Over the years I have seen various games and emulators try to simulate various styles of scan-lines and CRT looks, however I have rarely (if ever) seen ones that try to simulate the actual RGB component to each cell on a CRT screen. This style may not be to everyone's taste though.

Anyway I thought to try come up with something effective and thought to post my method here on the AGS forum since many of you are working at the pixel art level.


For this method you must upscale your artwork to at least 300%. This means for every pixel of your art work it will now have 9 pixels of detail, this will be needed for 2 reasons,  the first reason is to get Red Green and Blue going horizontally across each of your pixels, and the second reason is you will simulate the CRT cell beveling at the top and bottom of this 3x3 pixel.

This up-scaling of art work may not work with some projects  in particular low res games, but it might be nice to use on static images, or other contexts.


Ok here are the very simple steps, and underneath are images of the process and underneath that is another image demonstrating how effective it can be.


Step 1:
Up-Scale your raw pixel art work up by 300% using nearest neighbor scaling (to avoid aa/blurring)
then zoom right in on one of your artwork pixels (which is now 3x3 pixels), then simply paint 3 vertical lines of 3 pixels, Red, Green and Blue. (Make sure to keep neatly inside your art work pixel)

Step 2
Now to simulate the slight bevel you see on CRT cells if you look close enough. Either apply a bevel or just paint lighter shade of Red,Green, Blue on the top row of 3 pixels, then at the bottom row of 3 pixels paint in darker R, G, B colors.


Step 3
Now you simply (but very carefully) copy and paste this to make a row,, then copy that row to make a block, and copy that block.. and so on. But its very import to take care that in each of your art work pixels the RGB cell is sitting in snug, with the highlight of the bevel on top and the dark part on the bottom and the Red component starting first.

Step 4
Once you have the whole of your image covered , simply use a "Soft Light" layer blend and your done. No need to touch Opacity settings. In this example I am using PS, however most GFX software that has layers will have a close equivalent to PS Layer Blends.

Step 5
On zooming right in you can make sure you didn't go wrong with the copy/pasting of the cells/rows..etc





And here are some examples of how effective this overlay filtering can be. , I have also provided you with a strip of overlay filter at the very bottom that's on a transparent background so if your too lazy to make it your self, just grab that and copy/paste until you have your image covered. (you will still need to apply a layer blend such as Soft Light)
You could bake this overlay effect into your image, or in theory it could be used as a real-time screen overlay filter in a game engine however I am not sure AGS could do that.




There is one disadvantage to this CRT effect in that it darkens the image slightly. It is a bit unavoidable. You can try play with the contrast/color balance of art work to compensate. In the example images I could have de-saturated the red component a bit, but you can mess about with the 3 colors, and how its blended to get some really interesting results.

Anyway have fun with it, hope it's useful to someone out there.


58
Pixel Art / Re: [C+C] Greyscale Shaded Sprite Help
« on: May 25, 2017, 03:14:06 pm »
I think its pretty good, but would agree the shadow/light contrast could be a bit better defined, I had to look up an image of this character and after seeing I also thought that the contrast between the shell and body could be better also. Since its a question of shading I did not touch your line art or general detailing, I did not do much just a bit on contrast a a tiny bit of shading, try experiment around with various contrasts, i guess its tricky when your working at grey-scale.


59
General Discussion / Re: Spriter Editor Time Scale Question
« on: May 25, 2017, 09:33:15 am »
How do MysteryMeat ... Sure I am not even sure how to ask the question.. um perhaps a few pics to show.  what i said before about "confusion".. well its not so much confusion more of an awkward thing.

And this is in specific context to following walk cycle sheets you see people post so other can use them as reference, they mostly use either frames, or second intervals. The annoyance with spriter is not that it displays milliseconds, its more that it displays that by default, and seems to be no other options to change what mode/scale the increments are.
So in effect when I am looking at a picture of a walk cycle sheet someone posted and I am looking at their "frame 7 pose", instead of my eye easily finding that on the timeline in the editor i have to bring up a calculator to do the conversion so i know what milliseconds i should be on. This minor annoyance also applies to people posting their stuff with relation to seconds or fraction of second, but I guess its easier to workout that way without having to bring up a calculator.

here are a few pics to emphasizes that spriter seems go contrary to what other software are usually setup as "default" .

Typical cheapo video editing software (easy on the eye to quickly identify ranges of time on the time line because it uses fractions of seconds/mins and not "Just" milliseconds.




3ds Max (out of the box) easy and practical "frames" intervals


Flash (out of the box), set up to display frames, again practical for what its used for


Unity (out of the box), easy to identify seconds, and fractions of them on zooming in..etc, again the obvious choice for its use.


and lastly we come to spriter which for some odd reason has chosen to display milliseconds (out of the box) and with no apparent options to change it to frames, or seconds, or anything other then milliseconds.


I mean even the various music (daw) , midi etc I have used don't use milliseconds "out of the box".. sure most of them have options to change to it which is find and milliseconds come in useful when working at certain levels.

The only software I can honestly recall ever using that had milliseconds as a default option where audio editors, i am sure there are others, but those had options to change the increments to another scale or type of measurement anyway.

Anyway, its just a minor thing to be honest, as i said i can do the conversions when following tutorials online, but it would have been nice to have an option, or a zoom function that changes to seconds on at a certain level, i dunno, seems like an odd choice for spriter to go with.  I can live with this at least, its no biggy :)
.

btw I am dead curious as to your nick there?  lol

60
General Discussion / Spriter Editor Time Scale Question
« on: May 25, 2017, 06:13:12 am »
Hi folks. Is there a way to get spriter to display frames, rather then milliseconds in the editor / animation timeline window.. or any way to get it to show second intervals  (like just about any other software that uses a time line basically)
I find it very confusing to work with it stuck displaying this scale mode. I am new to animating and I am trying to follow reference sheets showing various walk cycles,  but they all seem to show it in frames, or seconds

Pages: 1 ... 4 5 [6] 7