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Messages - robotacon
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1
Archived Activities / Re: Secret Santa 2017 Sign-Up
« on: November 15, 2017, 07:14:57 pm »
I'm in this year!

Likes: MSX Konami games, Demakes

2
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: April 27, 2010, 09:52:11 am »
I really like this. My only suggestion would be to reduce dithering as much as possible.

I disagree. Stones and trees and most things organic looks great with dithering.
Stay away from dithering on shiny and smooth surfaces though.

3
Pixel Art / Re: Pixelated anatomy studies [+ new stick animation]
« on: July 10, 2009, 08:48:27 am »
You're totally correct.
I misread the perspective and thought it was straight on and not from above. That's why I thought the shoulders was rolling too much.

I still don't understand the perspective but your current version looks better.

4
Pixel Art / Re: Pixelated anatomy studies
« on: July 09, 2009, 06:27:27 am »
What actually puzzled me was how I'd put Robotacon's line in action for a generic template without making a character seem like they had a stone in their shoe.
Quote
I'm going to suggest that you break up the animation even more so that the character does not use mirrored frames.

What I meant by not using mirrored frames was that you add something that breaks the mirror effect like him holding a sword/gun in one hand or something like that. It's very effective.
You could of course make the clothes have a asymetric look and then you don't have to worry about the posing at this point.

Also, when I say idle frame I mean a frame where the character is completely still. Never put an idle frame in a walk cycle, you have to have a separate frame for that pose.

5
Pixel Art / Re: Pixelated anatomy studies
« on: July 08, 2009, 11:05:30 am »
Quick lunch-time edit.

I made the shoulders go up when the hip goes down and I added some increased arm and leg pendulum movement plus forshortening.

When you only got 4 frames to work with make them count. Don't use 2 (identical) idle frames in a walk animation.
I'm going to suggest that you break up the animation even more so that the character does not use mirrored frames.

Consider not rolling his shoulders that much but it does make for a very manly walk so I guess it's fine.

6
Pixel Art / Re: ogre
« on: July 03, 2009, 09:27:15 pm »
Don't lie, that's really good.

Only thing I'm against is the 1st and the 5th frame with the idle pose.
Those frames don't fit in with the walk and the animation actually looks better if you either delete those two frames
or redraw them so that one foot is moving forward in the air but close to the ground.

I hope you plan to draw more creatures. I like the colors you selected.
The shadows and the highlights are quite effective. The dust is a nice touch.
Have you got an idea for a game?

7
Pixel Art / Re: Pixelated anatomy studies
« on: July 03, 2009, 06:51:05 am »
I think you're making progress. Your skeletal joins make a lot more sense than my abstract skeleton.

Now, may I suggest that you redraw the heads too?
I think these guys deserves a nose and/or mouth symbol.
Do the same thing you did with the body, make the measurements and run with it.

Tiny breast looks best at the moment, just shrink her shoulders a bit and you're golden.

8
Pixel Art / Re: Bang/boing
« on: July 02, 2009, 06:28:36 pm »
I'm not certain what problems you have with the current run animation, looks pretty ok for a standard cartoon-ish run cycle. But if you want it too be more realistic you shouldn't really lift the legs up so high, more than just being unrealistic it also means the difference between frames is too much and leads to a choppier animation.

take a look at http://upload.wikimedia.org/wikipedia/en/6/6b/Muybridge_runner.jpg

Rototyping looks bad alot of the times because the camera won't select proper contact frames.

9
Pixel Art / Re: Bang/boing
« on: June 30, 2009, 07:13:50 pm »
I like the characters a lot and the kangaroo Rooptile mount is an epic idea. Mounts are great for giving a character new characteristics.

Can you only fire the gun while standing still or will you add a run cycle where with a gun and if so, how do you plan to handle the recoil and the light effect?
I had this problem myself and "solved it" by making all hand guns energy based without recoil. The other way would be to draw a bunch of additional frames which looks really cool but is a bitch to work with.

A nit pick, but you made the character hold the gun in two different hands but if you're going to use mirrored sprites for left and right movement I guess you still will be right half of the time so it's no biggie at all.

10
Pixel Art / Re: old pic,a girl.
« on: June 23, 2009, 11:27:18 am »
I'd drop the dithering on her tummy and her knee since she doesn't need the extra texture there.
I also think the lightsources are a bit confusing.

Overall it's looking really cool.

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