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 - heyy13
Pages: [1] 2 3 ... 16

1
Pixel Art / Re: Caster Sprite Animation
« on: December 11, 2016, 12:51:39 pm »


Can't look at it anymore. So much i could fix. Ended up chosing not to aa or anything. Because too much time spent on this already.

Shouldn't have picked something so complex as my second attempt at animation... x__x

2
Pixel Art / Re: Caster Sprite Animation
« on: December 04, 2016, 11:31:32 am »
@mysterymeat  :lol: Yeah, it's a man.



Didn't get much pixeling done today. And NOW it's ready to animate. Need to fix the shading on the cowl and skirt still, but the body is looking better, more details filled in.

3
Pixel Art / Re: Caster Sprite Animation
« on: December 03, 2016, 11:58:58 pm »
My partner gave the feedback that the hips made him look too much like a girl. So i removed them. But adding them back in, since the original is pretty hippy. Also, gah! So not used to this scale. It's tripping me up.



It's my birthday so i have time to pixel for the first time in ages. Will probably be posting a lot of updates today.

4
Pixel Art / Re: Caster Sprite Animation
« on: November 21, 2016, 11:30:53 am »


Apologies for the un-necessary bump. But it's been 24 hours... So should be ok? Idk, this whole thread is me double posting...

5
Pixel Art / Re: Caster Sprite Animation
« on: November 20, 2016, 12:59:11 pm »


Taking a break on the sprite itself and sketching out the fire.

6
Pixel Art / Re: Caster Sprite Animation
« on: November 13, 2016, 04:07:00 am »


Trimmed it to 6 frames so when i add the magic i have more variables to use for the final 12 frame animation. I think it will make it more dynamic if some sections are on a 2, 3, 4, 6, 12 frame loop. As opposed to with 7 where it's 2, 7 and 14.

Also this looks cleaner.

7
Pixel Art / Caster Sprite Animation
« on: November 12, 2016, 01:54:17 am »




Never animated a sprite in my life. Trying to get it to work. Going to be posting WIPs here, would love c+c. Just blocking out shapes at the moment. I was trying to render from the get-go originally and it wasn't working at all.

This is the character i'm supposed to be doing. Doesn't belong to me.







UPDATE:

MOAR UPDATE:

8
Pixel Art / Re: [C+C] Fighter Sprite
« on: September 11, 2016, 10:05:55 pm »
Spriters resource is a great site for looking for references:
http://www.spriters-resource.com/playstation_2/capvssnk2/



Thankyou! *bookmarks* Such a good website for refs for this kind of thing. Much appreciated. :D

EDIT: Cleaned up some clusters before work. Will try my hand at animating it when i get home and cleaning up anything people notice.


9
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 11, 2016, 01:41:15 pm »
Much improved. If you don't mind me asking how many tiles are you using here? You have a lot of identifying factors in your tiles which make the tiling more obvious. Have you considered making a single very generic tile that tiles perfectly and then a few feature tiles to use to change the look up? Though i guess that depends on how large your areas of grass will be or if you care about people being able to identify repeating elements.

10
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 11, 2016, 11:53:05 am »
Do you want a transition tile or are you trying to avoid it?

EDIT: Dumb question, you have transition tiles. Keep your brights from interacting directly with the soil and have either a clear grass edge where you can see how the grass goes into the ground or bring some of the dirt tones into the grass tiles further between the grass blades. Have the grass thin towards the soil.

Pages: [1] 2 3 ... 16