Pixelation

Critique => Pixel Art => Topic started by: infinity+1 on October 26, 2007, 02:08:44 am

Title: Ghost Hunting Ghost (formerly "standing animation")
Post by: infinity+1 on October 26, 2007, 02:08:44 am
working on an idle/standing animation.

(http://i82.photobucket.com/albums/j276/tinsleycurtis/standing-1.gif)..slower..(http://i82.photobucket.com/albums/j276/tinsleycurtis/standing-2.gif)

maybe the green on the chest goes up too much. i like the way the hat kind of tilts.
anyway, maybe i can get some feedback.

pants are still pretty WIP

also, it's intentionally supposed to be viewed at 2X

UPDATE: scratch a lot of that. i decided the sprite was choppy and bad from the start, so i reworked it. here's a cleaner version of what i was going for.
(http://i82.photobucket.com/albums/j276/tinsleycurtis/guy.gif)
and also
Title: Re: standing animation
Post by: infinity+1 on October 27, 2007, 07:50:43 am
(http://i82.photobucket.com/albums/j276/tinsleycurtis/stand-2.gif)(http://i82.photobucket.com/albums/j276/tinsleycurtis/run-1.gif)

couple of updates.
also, working on some level design stuff. my first ever. gotta admit, i'm getting some inspiration from souly's (in my opinion, mega cool) Lectro stuff.

(http://i82.photobucket.com/albums/j276/tinsleycurtis/level-1.png)

sorry for awkward white boxes with no transparency. i was lazy.
also, i'm messing around with arne's palette right now, if that wasn't obvious.

EDIT:
Title: Re: standing animation
Post by: bengo on October 27, 2007, 08:06:38 am
I love it, the only problem I'm noticing is that that box thing is out of perspective from everything else, good to make it pop out as an item but also makes it look awkward because it's not in line with everything else. You're new idle animation needs a little more punch to it like your first idle animation(i.e. More frames), his running animation just looks odd, not sure how to help out with it though.
Title: Re: standing animation
Post by: zyndikate on October 27, 2007, 11:48:16 am
The run-animations, I think, needs a little bouncing - gravity on the head and rifle arm.. I tried to show what I meant but I have to go out now, so Ill comeback later with that..

And Im not sure, but when I looked at the animation it seemed the foot contact(key frames) didnt have the same inbetweens (didnt have the same amount frames inbetween when the foot hit the ground)..

Like I said, I would like to give it a try later.
Title: Re: standing animation
Post by: infinity+1 on October 27, 2007, 03:02:07 pm
after looking at my frames for the run, i noticed a couple little things that made the whole thing suffer.
for one, the left leg was coming out farther than the right foot (by a lot) making it look odd. (thanks zyndikate)
and also, i added a little animation to the hat. i think it helped a lot. it kind of implies a little bounce without going overboard. i think.

(http://i82.photobucket.com/albums/j276/tinsleycurtis/altrun.gif)

sorry for the sloppy edit.
Title: Re: standing animation
Post by: zyndikate on October 27, 2007, 03:35:51 pm
I think its looks better, except you missed one pixel on the gunpipe - unless it was intentioned :)
Im not sure if I would keep the bounce on the cigar though since its one frame with onle one pixel, but thats just me.
I cant really say much more - Let some experienced animators like baccaman have a go at it :)
Title: Re: standing animation
Post by: infinity+1 on October 27, 2007, 03:42:34 pm
well, that one little pixel was supposed to imply a kind of medium length hair or something. maybe it's unnecessary.
i made the head bob a bit, just to see what it would look like. not sure if it's too much. also, i made the pistol arm have a little bit of movement.
thoughts?
(http://i82.photobucket.com/albums/j276/tinsleycurtis/altrunalt.gif)
and for comparison:
(http://i82.photobucket.com/albums/j276/tinsleycurtis/altrun.gif) (old)

i think next i need to worry about the arms.
Title: Re: standing animation
Post by: infinity+1 on October 27, 2007, 04:43:17 pm
alright, alright. tweaks here and there, and i think i've got something i'm happy with.
(http://i82.photobucket.com/albums/j276/tinsleycurtis/altl.gif)
EDIT:
(http://i82.photobucket.com/albums/j276/tinsleycurtis/jump-1.gif)
working on a jump now. thoughts?? i know the gun isn't in his hand yet.

EDIT (again): colored the jump:
enjoy the awkward other sprite remnants jumping around as you watch the actual jumping animation.
(http://i82.photobucket.com/albums/j276/tinsleycurtis/jump-2.gif)
Title: Re: standing animation
Post by: zyndikate on October 28, 2007, 03:04:51 am
I adjustet the rifle a little, not so volient. Also added a little more gravity on the way up on his hat, just suggestions - dunno if it servers your intention better.
(http://img142.imageshack.us/img142/6469/jump2at3.gif)
Title: Re: standing animation
Post by: infinity+1 on October 28, 2007, 08:12:57 am
yeah yeah, i like that hat coming down that far. i'll tinker with mine when i get the chance.
also, i like the slightly less orange skin mid tone you have.

yeah, a friend of mine is going to program a simple demo tomorrow so i can see how everything looks.
Title: Re: standing animation
Post by: infinity+1 on October 28, 2007, 08:30:27 pm
(http://i82.photobucket.com/albums/j276/tinsleycurtis/collision_map_xy-1.png)

working on level design. you can kind of see at the bottom where i want to have a big underground area. i'm thinking about doing maybe an underground temple or something at the bottom or something, to lead into a new level. since it's about a ghost hunter, the second level can be going into the tomb to find some kind of mummy or something.
i don't know. just an idea.

EDIT: i don't know why it looks like that. i uploaded a PNG version to photobucket.
Title: Re: standing animation
Post by: Feron on October 28, 2007, 08:55:35 pm
use:   http://imageshack.us   :D
Title: Re: standing animation
Post by: infinity+1 on October 29, 2007, 04:47:15 am
ok, this one i could actually use some help with.
i'm working on an enemy and i'm having trouble figuring out a good way to shade it.

(http://i82.photobucket.com/albums/j276/tinsleycurtis/ghostidle.gif)

i don't think it looks terrible right now, but i know it can look better.
Title: Re: standing animation
Post by: Atum on October 29, 2007, 05:13:57 am
(http://i3.photobucket.com/albums/y64/Sirchicken/ghostguyedit.png)

made a little edit, take it or leave it  ;)
Title: Re: standing animation
Post by: infinity+1 on October 29, 2007, 05:20:50 am
it looks cool, but is it supposed to be like a fakeout pattern on the top of his head, or have you changed the face?
Title: Re: standing animation
Post by: Atum on October 29, 2007, 05:23:18 am
ah, i made it into a skull ghost...yeah i changed it
Title: Re: standing animation
Post by: Sherman Gill on October 29, 2007, 06:00:28 am
(http://lorne.lastchancemedia.com/Images/TricksandCrits/ghostidle.gif)
Don't like your lightest blue. It's not to my liking.
Title: Re: standing animation
Post by: infinity+1 on October 29, 2007, 06:49:34 am
super super super simple movement demo:

http://www.mediafire.com/?9dxdhmtyzf9 (http://www.mediafire.com/?9dxdhmtyzf9)

the sprite is just kind of thrown in, and there are many bugs even in just the movement, but i thought it was interesting enough to share.
also, it's not my background. it's a random background a friend made for a seperate project.
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: infinity+1 on October 31, 2007, 06:31:22 am
alright dudes. i've decided to go through with it and just make a game. my friend programming it still learning, obviously, but i wanted to share what i feel is a pretty good start to the project. looking for feedback on it:

http://www.mediafire.com/?4m2knt9fh26 (http://www.mediafire.com/?4m2knt9fh26)
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: decker on October 31, 2007, 05:04:39 pm
it felt a bit hectic, the movement is so fast.. the climbing ladder is nice...
all round hard to say much more since it is still so early in..
but the speed seems more suited to an all out destruction fest than a creepy ghost hunt,
felt more like Gibbage than Aztec, Rick Dangerous or FlashBack, which i presume(?) is more the direction you're headed
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: infinity+1 on November 06, 2007, 05:45:24 am
(http://i82.photobucket.com/albums/j276/tinsleycurtis/mockup.png)

let me know if:

a. spriting the background without any care about tiling and treating it as one piece.

and

b. it looks good?
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: Sherman Gill on November 06, 2007, 06:48:40 am
The AA you have on the hill now is atrocious.
Since it seems you're gonna have AA, anyway, why not take it a bit farther?
(http://lorne.lastchancemedia.com/Images/TricksandCrits/COMPARinfiniup.gif)
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: .TakaM on November 06, 2007, 07:44:25 am
it looks like you aa'd the bush layer to be smooth against the sky and the hills were an after thought?
I've been meaning to post in this topic, I've played your demos on my DS, and it's pretty good progress so far :y:

oh and, I decided for my game to have the parallax layers as big as the screen, so you never see the same part twice on the screen at the same time
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: infinity+1 on November 06, 2007, 10:35:20 pm
yeah, you guys are right. i don't really know where i was going with the layer right behind the tree. it looks like it would work well as bushes, though, so i'm going to play with that with my next update.

and at .takaM = i'm so jealous of your DS. how much money and what does it take to get mine prepared to play roms? (and most importantly, MY roms)

edit: oh wait. alright. i see what you're talking about now. yeah, the hills (or mountains as i was intending i guess) weren't worked on that much, really
i was going to save it for last to be honest.
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: .TakaM on November 07, 2007, 06:04:47 am
R4's go for cheap now, I got mine when it first came out with a 1GB micro SD all for about the price of one DS game :y:
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: rabidbaboy on November 08, 2007, 03:41:52 am
I'd just like to say how awesome I think this looks and that I've been following the thread.

I'm going to study that run, since I've been trying something like a 3/4 view run for quite some time now without success.

Don't the ground tiles look a bit too blurry to anyone but me? Especially the grass...
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: XaMMaX on November 08, 2007, 08:40:47 am
Just test game beta...it need smooth scrolling, but steel i like it and don't think movement too fast =) keep up your good work.
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: infinity+1 on November 08, 2007, 04:58:15 pm
wow thanks guys. it's nice to hear some support behind the project.
there's still a ton of work to do, but unfortunately, i probably won't be able to provide an updated demo for a bit.
by buddy is also tackling all other aspects of college on top of video game design, so can't be too hard on him, right? he just asked me to do large batches of work for him to do instead of small updates. that way he can take one night and really put some work into it.
but i will continue posting updated graphics and news about the progress.

and maybe a story line, and a title for the game....(when i come up with it...)

for now, here's the start of a van:

(http://i82.photobucket.com/albums/j276/tinsleycurtis/van.png)

while everyone in grade school was drawing clones of the same hot rod over and over again, i was drawing monsters, so i never developed the ability to really draw cars that well, so my vehicles usually end up being pretty bad.
The colors are temporary, of course, and right now i'm just working on figuring out the kinks in the design of it.

i was going to have it to where the van drives in at the start of the level, and the character gets out and radios headquarters with some kind of "i am in the area, mission start"
and then some kind of flashy title thing with all kinds of bells and whistles and ricketeh racketeh.  and then the level actually begins. what do you think??
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: fawel on November 09, 2007, 12:29:53 am
The messyness of the van is going to look really awkward on those nice clean tiles.
Title: Re: Ghost Hunting Ghost (formerly "standing animation")
Post by: infinity+1 on November 09, 2007, 01:12:15 am
oh, that version is about as rough as sandpaper, right now.
i'm just looking for help with van construction..