Pixelation

Critique => Pixel Art => Topic started by: sharprm on July 02, 2006, 12:26:55 pm

Title: german soldier
Post by: sharprm on July 02, 2006, 12:26:55 pm
Hi,

I'm making a game which will have german soldiers as enemies. I want them kinda like metal slug, but more
realistic. Here's something I've done as practice. Any advice on palletes etc. would be appreciated. I'd
like to fix up the problems before I get too much done to change it.

(http://i39.photobucket.com/albums/e199/sharprm/german1.gif)

current stuff:
(http://i39.photobucket.com/albums/e199/sharprm/three.gif)

(http://i39.photobucket.com/albums/e199/sharprm/run1.gif)
Title: Re: german soldier
Post by: David on July 02, 2006, 01:00:45 pm
The highlights on his clothes (the knee especially) make them seem almost glossy. I'd tone them down or spread them out more, otherwise it's nice.
Title: Re: german soldier
Post by: sharprm on July 02, 2006, 03:22:38 pm
(http://i39.photobucket.com/albums/e199/sharprm/german5.gif)

I changed the pants. Not as happy with the officer as the soldiers. Do the teeth on the officer look ok?
Title: Re: german soldier
Post by: The Cold Mage on July 02, 2006, 07:07:30 pm
looks good, but i think the colors on the normal soldier should be different. i think green was the color of the allied soldiers uniforms. the germans depending on what part of the military had bluish gray, or even tan brown. not intirely sure.. but i'm almost certain it wasn't green.

the officer is pretty spot on though. gooten j0rben =P
Title: Re: german soldier
Post by: Tremulant on July 02, 2006, 07:39:03 pm
I believe it was greyish for infantry, yeah. Also, you may have omitted this consciously (for understandable reasons), but I assume thes are meant to be ww2 era german soldiers? If so, no arm bands? I get that you may not want a direct link to nazism in your sprites, but err...it is rather blatantly implied anyway, isn't it?

Anyway, the sprites themselves look pretty great. The teeth on the officer are fine, imo. Animation would be stellar.
Title: Re: german soldier
Post by: DrDerekDoctors on July 02, 2006, 08:19:32 pm
I agree that the clothes look a little waxen on the flamer, but I really quite like how the lighting has been applied. I also really like the colour progression on the back end of the flame as it changes to smoke. Very nice, although doesn't seem in keeping with the rest of the higher saturation colour scheme.
Title: Re: german soldier
Post by: sharprm on July 03, 2006, 02:48:35 am
(http://i39.photobucket.com/albums/e199/sharprm/german6.gif)

I added an SS officer. They definately had swasticas, but the normal soldiers didn't in real life I'm
pretty sure (bad camoflauge?). The game isn't that serious, so I don't have to be 100% historically
accurate. It set in a mayan temple, kinda a indiana jones type plot. The SS officer has a radioactive
super-soaker.

In the game the flamer will be done by tons of tiny objects, so I won't try fixing it up. By saturation,
you mean the colors were too brown right?
Title: Re: german soldier
Post by: Sohashu on July 03, 2006, 02:59:14 am
Saturation refers to how vivid or vibrant a colour is.  I think.  Nort os good at defining things.
Title: Re: german soldier
Post by: Darien on July 03, 2006, 03:42:07 am
Also, I don't think all German soldiers were Nazis.

I like these a lot.  The officer's (not SS) arms bug me, though.  His right seems connected to his torso weirdly, like it's tacked on, and his left upper arm seems flat, I'd add a highlight there.
Title: Re: german soldier
Post by: DrDerekDoctors on July 03, 2006, 11:13:21 am
I like the browniness of the flames, it's just that they're quite dull colours compared to the vibrant tones in the rest of the piece. Pity it's being done with particles in the game, though. I like a good flame animation, I do. :)
Title: Re: german soldier
Post by: Skull on July 03, 2006, 12:55:33 pm
Is it just me, or are these amazing. I just really like the style, similair to Metal Slug, yes.  ;)
Title: Re: german soldier
Post by: Hase on July 15, 2006, 05:30:38 pm
great work, I love what you´ve done with so few body colors. No crits, I *really* wouldn´t worry about authenticity. How about a gas-masked super stormtrooper type?

are you going to animate these?
Title: Re: german soldier
Post by: rabidbaboy on July 19, 2006, 10:50:40 am
those look great, sharprm.
the first soldier is weilding his gun like a stick. i think there should be a strap, no?
and when the officer shoots, the lighting should change.it's not atm...
Title: Re: german soldier
Post by: sharprm on July 27, 2006, 04:14:34 pm
Hase: Gas mask sounds good. I wanted as much authenticity as possible, becuase I thought it would make the game better. I've only done the run cycle for the soldier.

Rabidaboy: It probably does need light when he fires.

Edit: The first soldier is going to throw a grenade. I shouldn't take credits for the pose, its based on a toy
soldier. I think there's nothing wrong wit it. The second guy has a famer, which looks just like a stick on the photo i used as a reference.
Title: Re: german soldier
Post by: sharprm on September 26, 2006, 09:47:55 am
I'm happy with the run cycle (made most of it a long time ago but had to take breaks - study n stuff - but its been tweaked a bit recently). Also started on a variant, blond german soldier. What do you guys think. Any crits welcome. Like to get rid of
problems now before i do anims for walking, dying, firing, shouting, smoking etc.


(http://i39.photobucket.com/albums/e199/sharprm/run1.gif)

(http://i39.photobucket.com/albums/e199/sharprm/three.gif)
Title: Re: german soldier
Post by: Draco9898 on September 26, 2006, 06:25:00 pm
animation: It looks like he swings his gun around too much when he walks, and his hips looks strange as he walks. I'm also not too sure about the upperleg, it seems to bend strangely to me.

Otherwise, as mr. horse should say: I like it!

Guys without helmets:
The right arm (our left) looks like the line is too harsh against the dark brown you've put in the armpit area.


Title: Re: german soldier
Post by: ndchristie on September 26, 2006, 06:37:17 pm
i tihnk his knees come much too high personally, he looks like hes doing high-steps in aerobics class instead of running
Title: Re: german soldier
Post by: Skull on September 26, 2006, 07:00:29 pm
i tihnk his knees come much too high personally, he looks like hes doing high-steps in aerobics class instead of running

I agree. It doesn't really look like 'proper' running.
Title: Re: german soldier
Post by: ceddo on September 26, 2006, 08:12:26 pm
Animation: The way his hips turn around at every step makes him look as if he's running constipated :hehe: and his gun is swinging way too much, it should just be rocking a bit back and forth.. I think it would be good if he was pointing it a bit up, towards his shoulder.
Excellent work with the non-animated sprites though ;) It's just the animation that makes the set look a bit funky..
Title: Re: german soldier
Post by: Larwick on September 26, 2006, 08:22:21 pm
Personally i love the overexaggerated style of the running/walking/trotting.. but it's true that some areas would look better with the crits put into account. Just thought i'd drop in and say i really like it all.
Title: Re: german soldier
Post by: sharprm on September 27, 2006, 12:28:49 am
wow. I personally thought the running animation was flawless before i posted. But now that you guys have pointed out the flaws I can see whats wrong with it. I shall administer the laxative asap.


I think i fixed the arm Draco9898. Theres a german in tight leather shorts as they are popular according to Blackadder.
 
(http://i39.photobucket.com/albums/e199/sharprm/nazi.gif)

Just a question for everyone. Does anyone use references when they make walk/run cycles?
Title: Re: german soldier
Post by: Draco9898 on September 27, 2006, 01:18:43 am
Sorry, not quite, it still looks like the arm is 'snapped on' like a doll piece to me