Pixelation

Critique => Pixel Art => Topic started by: Cruckz on January 27, 2015, 03:08:17 am

Title: Thoughts on a Character (New here)
Post by: Cruckz on January 27, 2015, 03:08:17 am
Hi I'm new, first time posting  :) I'm quite new to pixel art and I'm not the best animator , I've seen that some of you guys are super talented and give some really in depth feedback for animation so when I have some done I'm ready for you guys to tear them apart  ;D

Ok so I started making a 2D platformer game in Game Maker and I planned to paint it all individually and try make it super pretty....But it takes a life time to get anything done as everything is unique. So I decided to change direction and do the thing with tile sets and pixel art and still make it super pretty, that's where you guys come in and give me C+C. If I can get a dedicated programmer in the future then I'll do the more time consuming approach. 

Ok so here is my first crack at it. The character has a mask, and there will be an animation to put it on his head. A run animation ( I didn't know if that was a good pose for the run ) Slash animation and use bow.
(http://i.imgur.com/szmIP8R.jpg)

my character concept
(http://i.imgur.com/VQH3Eqd.jpg)

How it was in the previous game for anyone who was interested  ;D
(http://i.imgur.com/KCik6ps.jpg)
Title: Re: Thoughts on a Character (New here)
Post by: Vagrant on January 27, 2015, 03:41:48 am
Hmm...

Are you sure about this?
You seem to have a character drawing that actually looks quite solid. Same for the mock-up below. It has quite a charm to it.

Though the progress may be slow, it seems to be working fairly well. Not so with the pixels you introduced, which completely destroys the image of quality you had before.
Ever thought of treating drawn images as tilesets, and repeating generic elements?
Title: Re: Thoughts on a Character (New here)
Post by: ptoing on January 27, 2015, 04:05:43 am
Hi Louis, nice to see you hear, we chatted in the Polycount Hangout :)

As far as runs go I can show you this

(https://dl.dropboxusercontent.com/u/15588722/12framerunproper.gif)

What is also important to note about runs is that for a run to look like a proper run you need at least 1 frame (in each step, so 2 frames in the complete cycle) where both feet are off the ground. If you do not have that it will look like a powerwalk or something, but not a proper run.

Also made a quick edit on your dude.
Was trying to get a slightly bolder style and emphasise forms better, as well as reducing colours a bit.
(https://dl.dropboxusercontent.com/u/15588722/edits/cruckzdude.png)

That said, please do not post .jpg images. It took me a while to just get the colours reduced before I could sensibly edit this. Please use lossless formats for actual pixel stuff.

Title: Re: Thoughts on a Character (New here)
Post by: Decroded on January 27, 2015, 11:34:02 am
hello and welcome  :D
i like ur character, interesting design and the red is going to help him/her stand out.

i don't know how u got jpegs from imgur.
for me i flatten image, copy and paste directly in imgur (in browser) and it makes it a png.
and i drag and drop animated gifs and it stores them fine too.

i think ur off to a great start here.
for animation, might i suggest don't do any detail work in the animation.
i start by having a dark red arm and a bright red arm, dark blue foot and light blue foot.
the motion needs to look good and there is guaranteed to be several/many tweaks to be made until its worth detailing.
graphicsgale is a great program for animating if u find photoshop annoying like i do.

for pro tips on animation, its always good to periodically trawl through this guy's post history - http://wayofthepixel.net/index.php?action=profile;area=showposts;u=9280 (members - search - "pixelpiledriver" - posts).
he's somewhat of an animation god  :lol:

i look forward to seeing where this is going and hope u can transition OK from paint to pixels  :y:
Title: Re: Thoughts on a Character (New here)
Post by: Cruckz on January 27, 2015, 07:19:07 pm
Hey guys, first of all thanks everyone for replying.

Vagrant yes I am sure, this is going to be a lot easier in the long run. and right now I just need to make something. and my sprite making will get better so I'm not worried about that :)

Thanks Ptoing the edit was AWESOME! sorry about the jpegs  :-[ won't happen again. See you on the hangout soon hopefully.

Ok so I tried animating him today, I'd like to hear your thoughts. I did 6 frames what do you guys normally default too ? I also did as you said Decroded and started rough then painted on top of the rough with the details. I was wondering do you guys ever do the arm or legs separate and build it up in layers was thinking trying doing it that way next time. as his arms seem a little off to me. 

Rough
(http://i.imgur.com/tmAvar7.gif)
Run
(http://i.imgur.com/GYqYlbb.gif)
Run with weapons (quick mock up)
(http://i.imgur.com/CRiiS7Q.gif)

Please lemme know what you think :D
Title: Re: Thoughts on a Character (New here)
Post by: Gil on January 27, 2015, 07:56:30 pm
Default these days seems to be 6 frame runs, 8 frame walks, you're good :). You can always in-between frames later if you want more (at that size, less would be undesirable).

Be sure to test this run out in motion in a game type setup. Too many people create treadmill runs, only to find out they don't look good in motion.
Title: Re: Thoughts on a Character (New here)
Post by: PsylentKnight on January 27, 2015, 08:13:32 pm
I'm no expert, but the run cycle looks good to me. The way the keyhole wiggles at the bottom is kind of weird and distracting, but not really all that noticeable unless zooming in. What scale will your assets be in game?

Also, I really love the original mockup. Shame you decided that style wasn't working for you.
Title: Re: Thoughts on a Character (New here)
Post by: HarveyDentMustDie on January 28, 2015, 12:31:09 am
I think that you still need to work on this run cause it doesn't look very smooth. Some of his limbs change their length during the run. Head movement should be cleaner and he can't turn his head only on one side during the run. Leg positions in some frames are very similar which adds lag to this animation (Best way to understand this is to go trough Pixel Piledriver's posts here on this forum). Cape should also move accordingly to shoulders, and you should clean all the lines to make everything looks polished. Arms should move more upwards to suggest greater motion and speed.

Another idea, I think that it's not good solution that you have red belt over his chest and red gloves cause during the run they overlap each other and it's confusing for the eye. Try to make variation of color.

Here's the quick edit. It's not perfect, but some of the points I've mention are there.

(http://i.imgur.com/kXwtKgR.gif)

Edit: I was terrefied how my previous edit was out of sync, so I change it.  :-[
Title: Re: Thoughts on a Character (New here)
Post by: Cruckz on January 29, 2015, 02:12:29 am
Thanks everyone especially Harvey :O that's such a big improvement! I was thinking the same thing about his chest strap but didn't want to introduce too many colours into the image. Been working on my tile sets today still a work in progress but thought I'd post my days work. I also made a little mock up to see what more I could want from the set and got a little carried away and tried to make my old set up  :crazy:
Tile set
(http://i.imgur.com/RWN6jHQ.png)

Mock up in Photoshop
(http://i.imgur.com/GNgg14L.png)
Title: Re: Thoughts on a Character (New here)
Post by: Gil on January 29, 2015, 12:42:18 pm
The dark outlines around everything are a bit too noisy visually. The mockup looks too busy from a distance. When I back away from my monitor, the character gets lost in the background.

The lighting is very cool though. Good job. Is that additive blending?
Title: Re: Thoughts on a Character (New here)
Post by: Cruckz on January 30, 2015, 12:16:03 am
So I tried to do my own version of Harveys run ( Thanks again! ). Its much better than before...i think, however I'm still not 100% happy with it but I'm going to call it a first pass, start on a few new animations then go over them all again.

NEW anim (http://i.imgur.com/q9NpyIH.gif) OLD anim(http://i.imgur.com/GYqYlbb.gif)

I also did some more tiles today too, tried to make them less noisy and more along the lines of what i had before. I'm going to wait until the tiles are in the game before I lighten the outlines, but I will play around with them once its in there.   

(http://i.imgur.com/894jIBg.png)

Also did another mock up with the background from the old game in there. A few more days and I think that I will have it looking ok.

(http://i.imgur.com/pp0sUtm.png)


and the way i got the lighting like that is 3 layers of yellow/orange, Layer 1 an overlay , Layer 2 vivid light, Layer 3 low opacity soft brush over the top then 1 layer of pink with colour dodge over the top. :)



Hey I got the basics in game, just thought I'd show you guys :)

(http://i.imgur.com/T3syOIn.png)
Title: Re: Thoughts on a Character (New here)
Post by: Mr. Fahrenheit on February 01, 2015, 01:17:39 pm
Looks great  :). Only thing I dont like is the roofs texture. It looks very flat and some more shading on the overall shape of the roof would go along way.
Title: Re: Thoughts on a Character (New here)
Post by: hawken on February 01, 2015, 03:02:34 pm
I think your run cycle is suffering from only having 6 frames. With 8 frames you would get a better sense of contact and push. Also it would give you more frames for billowing on the hair and cloak.

Somewhere in your cycle you got a bit muddled as which is the left leg and the right.

Sometimes it's easier to just scribble down colour coded limbs as a base, then it becomes really clear which is left and right, also it makes for easy copying from sides of the body.

Here's a crude paint over, but you get the idea:

6 frames: (http://i.imgur.com/q9NpyIH.gif)    8 frames:(https://dl.dropboxusercontent.com/u/1336763/cruckz-paintover.gif)

Also the dudes torso is slightly pointing at the camera but is head is turned to his right. You might want to decide which it's going to be to bring the look together. Slightly turned to the camera works for showing the face a bit more. It's quite rare to find a game that can pull off a completely side view character.
Title: Re: Thoughts on a Character (New here)
Post by: ptoing on February 01, 2015, 03:36:56 pm
New in game shot looking quite nice. One thing though. In general you should not just use edits people made of your stuff in your game. You wont learn anything from that. Take critique on board and adjust your sprites or whatever accordingly.
Title: Re: Thoughts on a Character (New here)
Post by: Gil on February 02, 2015, 01:15:42 am
New in game shot looking quite nice. One thing though. In general you should not just use edits people made of your stuff in your game. You wont learn anything from that. Take critique on board and adjust your sprites or whatever accordingly.
The way I understood it, he didn't. He remade the cycle, inspired by the edit. Looks different to me?
Title: Re: Thoughts on a Character (New here)
Post by: HarveyDentMustDie on February 02, 2015, 02:02:28 am
Yes, he made a new one. :) Keep it going Cruckz.
Title: Re: Thoughts on a Character (New here)
Post by: ptoing on February 02, 2015, 05:47:11 am
I was only speaking about the shot with the brownish mountain background with the standing sprite (which is the only one I edited).
Title: Re: Thoughts on a Character (New here)
Post by: Candy Man Criminal on February 05, 2015, 03:50:07 pm
reminds me of princess mononoke, i like it

the buildings have a depth issue, but good work overall