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Messages - Chonky Pixel
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Pixel Art / Re: [WIP][CC] help with run animation
« on: August 20, 2019, 09:20:47 am »
I'm reading the leg movements a little easier now, but the scissoring effect is still there. I'd really like to see what happens when you do the foot work.

So if you look at the example animations in the tutorial you'll see that the artist is careful to move the feet similar distances when they're on the ground. I haven't run the numbers, but I'd be willing to bet they're close to pixel perfect, if not exact.



And if you're reading the Animator's Survival Kit, you'll be learning a lot about key frames. If you want to think about things that way, your keys here could be the extremes of movement: foot on the floor extended fully forwards, foot on floor extended backwards, opposite foot on floor extended fully forwards, opposite foot on floor extended backwards. Similar to the 4 frame animation in the image above. Now you can choose how many frames go between each key, but space them evenly between the keys. This should automatically space the foot positions evenly. As per the tutorial above, you probably won't need many extra frames.

There is a bit of a conflict here as this tutorial shows the character as always grounded, but IIRC the Animator's Survival Kit shows a lot of air time in its run cycles. It's up to you which direction you want to go in of course, but an air frame or two might help to sell the idea of running and give my eyes even more of a chance to separate the two leg movements.

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Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 18, 2019, 08:28:13 am »
Definite improvement! :)

I can still see some obvious patterns in the grass. It's better, but it could be even better! As it makes up a good deal of the image I think it's worth picking away at for a few minutes.

Top left of the image there's some odd mirroring of grass going on...

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Pixel Art / Re: [WIP][CC] help with run animation
« on: August 18, 2019, 08:20:36 am »


Some things I learned on this very forum about run/walk animations:

 - When in contact with the ground, the feet should move the same number of pixels per frame. I've counted them as you can see above, and your guy's feet are accelerating sharply. This will make it impossible to marry up the speed of the character with the platform he's on in-game.

 - A run animation includes an 'air' phase. In all your frames the character is grounded. Do a Google image search for "run cycle animation" and choose one to base your frames on. I like the Preston Blair cycles, but you may want something a little less cartoony:

http://www.angryanimator.com/word/2018/03/20/preston-blair-deciphered/

I find that it looks like his legs are scissoring rather than running, unless I look really carefully. The points above should help, but you may want to differentiate the front and rear legs and arms a bit more. Make the rear ones darker, the front ones lighter. It will help sell the idea of depth and allow our slow brains to pick out which is which when it's moving quickly.




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Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 17, 2019, 04:37:44 pm »
I worked the grass tiles here to make it a bit more even and less clumpy.



The process is:

 - Zoom out and look for details that line up to make obvious vertical and horizontal lines.
 - Zoom in and break the lines up. Move things around or delete or add blades of grass
 - Repeat.

I use Pyxel Edit, which has a great tool for tiling. You can immediately see the effect of your edits on a tiled image. Aseprite has a similar but less advanced feature and apparently more tiling tools on the way.

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Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 17, 2019, 04:21:23 pm »
I'd probably go more in this kind of direction for the floorboards.

As suggested by Eishiya, this is an attempt to create some texture.


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Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 17, 2019, 03:28:58 pm »
Having a lighter floor colour definitely helps with the readability of the image. I think we can do better than embossed-effect floorboards though, they still look a bit too fake-3D to me. Reminds me of Minesweeper...

The grass tiles look obviously tiled to me. With things like grass, I try to work the tile edges so they flow into each other. In these tiles I can kinda see a clump of stuff inside each tile.


Give me a mo and I'll see if it can show you what I mean.

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Pixel Art / Re: [WIP] Music Video - Desert Trucker
« on: August 14, 2019, 07:52:31 am »
Now it looks a bit more obvious that the truck is lit from above but everything else is from above left... Even the shadows and motorbike suggest light direction.

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Pixel Art / Re: [WIP] Music Video - Desert Trucker
« on: August 14, 2019, 07:49:54 am »
I feel the new/alt rock is much better. Perhaps compromise by giving it an external outline, but no internal outlines?

Like this?



Because I just can't help myself, the outline colour is lighter around areas of lighter shade.

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Pixel Art / Re: [WIP] Music Video - Desert Trucker
« on: August 13, 2019, 09:03:05 pm »


An alternative rock top right. Honestly? I don't even know what I'm doing any more. My wife prefers the original (it's more cute) and outlines are very much part of the style of Gameboy games. Still, it was fun.

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Pixel Art / Re: [WIP] Music Video - Desert Trucker
« on: August 13, 2019, 02:36:16 pm »
I love the truck! Chunky and satisfying and a bit beaten-up. Great!

I'm curious as to what's going on with the wheels though, they seem to have been replaced with exhausts. I'm sure there's a reason, and I'm not a truck guy, so...

My only comments would be:

 - The palette is a little pastel for my liking. Could be a taste thing. I'm craving more bold colours. But on the other hand it's a desert scene so it needs to look dusty.
 - The large piles of rocks in the background have the look of stacks of pancakes - they're all thin and layered over each other. I might like to see one or two with some height as well.

The gameboy version looks good, again apart from the rocks. I think that by overusing outlines you're 'wasting' one of your very limited colours. I may have a play in a bit, I haven't played with the Gameboy original palette before.

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