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 - Senevri
Pages: [1] 2

1
Pixel Art / Melee Punchy Guy Animation Doodle (32x40)
« on: February 09, 2018, 02:35:14 pm »
I didn't mean to do this, but I ended up doodling in pictures.
There's just the keyframes, but at this size it doesn't require much more, I don't think. Anyway, the animation isn't the point right now. I like it, though.


I think the colors are off, and at this FPS and level of detail, I can't help but feel, that the resolution could be halved by a skilled artist.

Appreciate tips on figuring out colors.  The particular game idea for this involved an urban setting, but an orange-y character like this thrives in having a lot of blue and green in the background, so probably suboptimal. 

I really like the flat esthetic, but I think there's definitely more budget for colors. Suggestions appreciated.

I tried a horizontal spritesheet. It can probably be loaded faster, but that's most likely completely meaningless on modern machines.

2
Pixel Art / Re: [WIP] Runcycle.
« on: February 06, 2017, 07:33:00 am »
6-7 should mirror 2-3, while 8-1 is 4-5. I could eliminate two more frames (say, 3 and 7), but I think that would be short-sighted, as it would reduce the maximum size the animation looks good at. Hmm. The nearly identical 6-7, 2-3 pairs are annoying, definitely... I'll need to think about this.

3
Pixel Art / Re: [WIP] Runcycle.
« on: February 05, 2017, 01:25:29 pm »
Yes, I see. Frame 5, rear leg. Also, maybe the forward thrust is a bit too much?

4
Pixel Art / Re: [WIP] Runcycle.
« on: January 28, 2017, 06:10:03 pm »
Only took me several years to get back to this. :D I don't think there was an animation board back then, or if there was, why I didn't put this in there.

Admin move time?

Logged in for a change, and cauli's post inspired me to take a look at this - it's mostly educational to me, but it's also a useful blank for potential future game stuff.

I want this to be something of a relaxed, long-distance running motion rather than a sprint.

Anyway, I gave up on the original file with the separate layers, wasn't worth the hassle, and just used ASEprite, with a single layer. Added a frame, made left and right sides of the motion more symmetrical, added a bit of a punch on the ground contact, and a bit of bob on the motion height - even when relaxed, there would be some.


Still a bit slow/not-punchy, probably when lifting the heel after pushing against ground.

I really don't like the fact I had to add a frame.

*edit* So, I tweaked it.

strip:

5
Pixel Art / Re: [WIP] Runcycle.
« on: December 12, 2013, 12:33:12 am »
Oh, yeah. My previous one was leaning back even worse. I wonder what's up with that? Hmm.

It looks decent at about 30x24 pixels, but that's a bit of a niche size. Will tweak. Also, head.
I'd better get to it... away!


(I'm fiddling around in Aseprite, which is quite fun. Not sure how I feel about it yet, vs. GraphicsGale.=
Very interesting thread You linked.

6
Pixel Art / [WIP] Runcycle.
« on: December 11, 2013, 11:38:57 pm »
Hi. I'm working on a run cycle animation, I'm trying to be smart about it, so I can re-use it for various characters if needed, with some tweaking, but while I mostly like it, it seems a bit glitchy. It's not well-referenced, mostly just my kinesthetic sense drawn.

My previous attempt a few years back had some issues.

The source file is nearly 500px tall, and has a separate layer for each color. If I'm clever, I'll be able to compose various images with relatively minor tweaks without needing to redraw everything once I'm done.
Head is missing, obviously. I probably should add it, as I suspect it may affect my perception of the cycle.


Sheet:


So, partially it's a "yay I'm doing stuff" post, but I'd be interested in fixing that glitch, as well as any C&C You might be willing to share.

7
Pixel Art / Re: Looking for some sprite critique...
« on: December 10, 2010, 03:08:49 pm »
Yeah, still a touch unnatural. Also,
twist the hip more.

8
Pixel Art / Re: Looking for some sprite critique...
« on: November 28, 2010, 12:29:18 pm »
Well, that's a very masculine way of running, for one. It's also quite cartoony despite the sprite being disney movie realistic.

9
General Discussion / Re: 8 BIT?
« on: November 19, 2010, 02:47:47 pm »
http://www.wayofthepixel.net/pixelation/index.php?topic=3467.0
Scroll down for tutorials.

However, what you're asking is pretty ambivalent. Art similar as created on 8-bit console hardware? Art limited to 8 bits per pixel, or for a system with a total hard limit of a 8-bit palette?

8 bits, in the sense of color, means a limit of 256 colors simultaneously displayable on the screen. That's not much of a limitation for sprites outside their actual environment of games, and if the sprites run in a 16-bit or better display environment, that's all you need to note.
However, if you're running a game on an actual 256-color limited hardware, you must keep in mind that you must use that 256 color palette for ALL your sprites and background, in which case.... it's much harder, yes.
Older hardware, such as the mc68000 based Amigas had a limit of 32 colors, albeit there was a mode where you automatically got a darker shade of the color, which for most intents and purposes meant 64 colors.
As for, say, 8-bit nintendo...

10
Pixel Art / Re: Monkey samurai
« on: November 17, 2010, 04:30:08 pm »
Ah, yes. Idle stance -> walking/running stance. Idle stance can be more angled towards the viewer, while running can be sideways.

Pages: [1] 2