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Messages - zinnfandel
Pages: [1] 2

1
Pixel Art / Re: Flat 2D attack animation
« on: February 08, 2014, 09:55:02 pm »
Wow thanks PixelPiledriver! Switching the sword hand was brilliant, and also doing a half step works with the restrictions but feels much more alive.

The layout is more like advance wars tactical combat, so each character is an individual 2D, so they have to walk up to one another and attack from their tile.

My layers are divided like yours, and I'm using graphics gale.

Also, you're so right about placing them in front of each other to see the interaction. I was watching the Fire Emblem 7 sprites and on their own they're beautiful but don't make much sense. But played the game now and they got so much impact!

This is great, gonna rework it and update, thank you! :D

2
Pixel Art / Flat 2D attack animation
« on: February 04, 2014, 06:13:28 pm »
Hello,
I've been struggling with making a nice relatively flat animation for a game which will require weapon/armor changes on its sprites. What this means is that the head and torso pieces need to be un-animated and only arms and legs can be animated. (I'm still allowed basic up/down movements, but can't change the armor/head itself). The animation is also built to be replace-able with weapons of similar attack style (like an axe in this case).
And I need to allow for shield to be optionally placed at the left hand (which I think is the animation's current weakness). Also no jumping/running on this one, has to be glued into place.
So... lots of limitations, but still I'm sure something better can be done with this, so any critique would help!

Also, any feedback on the sprite itself will be very welcome.


3
Pixel Art / Re: Cave tiles for a puzzle/rpg game [C+C]
« on: September 15, 2013, 03:06:46 pm »
A little update.
Added two potion variation (which are the puzzle items) and entrance/exit tiles.

Does the character look horribly too big? Any suggestions...? I don't want to draw the character in a smaller resolution (it's 48 px).
All this page is double-sized, is this something you do?
I wanted to keep the pixelly look and also I do not feel confident making bigger sprites yet, but I don't want a tiny-looking game.
It's supposed to run at 640x480.

thanks a bunch for any comment, I already learned so much from this forum, love this place   ;D



4
Pixel Art / Cave tiles for a puzzle/rpg game [C+C]
« on: September 10, 2013, 12:05:55 pm »
Hello!
I'm working on a puzzle game in which you create your on path in a cave environment. I've left the black cave tile borders visible for that reason, because the player clicks on them to create the paths.
I would really appreciate some critique or just point out anything that looks wrong. Been staring at this for too long.
There's going to be objects on the ground as well, which the character will pick up as she walks.
I tried different things with the ground, leaning towards the right most piece with the shallow cracks, but I'd love to hear any thoughts. References would rock too!



5
Pixel Art / Re: Help with Animation?
« on: August 18, 2013, 11:28:01 am »
Hello. Cool stuff :)

The scared animation is pretty sweet. I especially like the hair. But the spacing in the back-and-forth motion at the end are identical. Try one large movement back, one small forward, a medium one back again and a tiny one forward. That's one idea anyway.
I would remove the extra highlight on the back and hips, it kinda looks like he's spotted...
For the happy elephant, you have both the head and tail animating at equal amounts. I suggest to tone it down on the tail, have it move a lot less. Also the whole body seems a bit like it's leaning back and might fall.
Also here on the head you need varied spacing. So have the frames closer together when the direction is about to change. That would give more weight to his trunk.


6
Pixel Art / Re: Neko girl animation
« on: August 18, 2013, 10:14:01 am »
The edit is better!
Still, there is a big jump between the last frame and the standing position. Adding even a single impact frame, with bent knees and form would soften this.

7
Pixel Art / Re: Sidescroll screen attempt (WIP)
« on: June 16, 2013, 01:20:25 pm »
Wow those images are just gorgeous. I did not know Henk Neiborg and this gives me more stuff to look into and learn.

Here's a little update:
I worked up the rocks trying your method then played with them a little bit. Redid the grass and started experimenting with background, just blocking in values first.

It's still very rough of course so don't worry with C C, I'll work it up more then will be glad for more advice.


And while looking around, I thought of looking back to an old favorite of mine.


Even then, there's hardly any pixel noise but the cracks and lights make these rocks look fantastic. Well, off to more experimenting :)

8
Pixel Art / Re: Sidescroll screen attempt (WIP)
« on: June 13, 2013, 10:39:27 am »
Wow thank you so much for working over this!
It's like you turned the lights on.

I admit I don't like the cartoony look and am more looking for an illustrated style BUT:
I love what you did with the rocks, especially the last ones looks very good.
The grass looks fun and clear now, I'll have to experiment with different looks.
I entirely understand what you mean with the platform being more clear and sharp.

I think I was trying to avoid saturated colors to keep the attention on the sprites but this was overdone. Also, I think that because I was using 1-pixel texturing the sharp color contrasts felt harsh which is why I stuck with colors too similar to one another.

You've given me a lot to think about and try out. I'll try it and update.  Thanks again  ;D

9
Pixel Art / [Update] Sidescroll screen attempt (WIP)
« on: June 11, 2013, 10:08:48 am »
Okay so I tried to work with the gray background, it does help. And I've tried many rock arrangement and rendering but kept getting back to the simplest...
I think it's a little better but still feels bland.



Thanks for looking!

What do you think?

You're right that I was emulating kiwinutpuo's style (good eye!), but then again I've been following his tutorials so it's a big part of what I know at the moment.
I think personal style can only come with mastery and by first being humble and learning from the best. Once you've got control, you can experiment and find your own style.
right now I'm still feeling pretty lost   :)

10
Pixel Art / Re: Sidescroll screen attempt (WIP)
« on: June 09, 2013, 02:23:40 pm »
These are solid tips, thank you very much! You're right about the connection to the wall at the left. I will get on to it.

Yes I was inspired by two games:

Iconclasts

And

Ace of Blades.

I started by trying to make individual items and later connecting them, but that surely didn't work:


So then I moved to making a full mock-up before breaking it down to tiles.

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