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Messages - 8-bit_madness
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1
Pixel Art / Re: Looking for sprite feedback
« on: May 24, 2015, 07:02:23 am »
Since no-one has bothered to comment  :mean: I went ahead and made a few more changes. I think the walk cycle is starting to look more smoother, but I could still use some constructive criticism to make it look better.

Changes include:
-made him lift his left arm a bit higher
-shortened one arm so that the arms are now even
-reduced the space in some steps so that the walk cycle looks more natural

I'm not sure what else needs to be done...

2
Pixel Art / Looking for sprite feedback
« on: May 20, 2015, 02:16:55 pm »
So I've been working on this sprite for a while now. Here are some things I want to know:

-does the walk motion look right? should I add more frames? I think that his leg looks like it might be stretching too far but i'm not sure...
-is the bounce motion right?
-is there anything weird or odd about my sprite? the face? his hands?
-Does he need more shading or highlighting?

Yeah I know he's kinda boring but I've just been messing around with getting the animation right. I can make him look more interesting later. Lets hope the animation shows up here, it was made with PyxelEdit and is 32 x 32px.


3
General Discussion / Re: Flip & Rotation in Graphics Gale
« on: April 29, 2015, 08:45:59 am »
If you're flipping every frame in an animation you don't have to select anything, just go to the top and click "All Frames" -> "Flip Horizontal"

As an aside, pretty much any game engine supports flipping graphics, it'd lower your game's gfx filesize by half to just flip sprites within the game engine.

Oh well in that case I think I'll just leave it as it is then, thanks.

4
General Discussion / Flip & Rotation in Graphics Gale
« on: April 29, 2015, 02:06:24 am »
So I'm trying to use the flip and rotation tool in Graphics Gale. I know where they are and they work but once I try and press any button from the tool bar the image disappears? I want to make a reverse sprite animation, since I only have one that shows my character running forward. Thanks.

5
General Discussion / Re: Help using Tiled
« on: April 29, 2015, 02:01:05 am »
Thanks but I've since figured it out.

All I had to do was export the tiles as a png and then Tiled was able to read them no problem. Map>New Tileset

6
General Discussion / Help using Tiled
« on: April 25, 2015, 02:46:54 am »
Hello,

So I've reached the point where I want to test some graphics that I've made from various programs like Graphics Gale and Pyxel Edit. I've read that Tiled is really good for this and I thought I would try and make a few levels using my own created tiles, mostly from Pyxel Edit. Since I use that for all terrain stuff. I've never used Tiled before and I'm having trouble importing the images from Pyxel Edit. I can't see any import options in file, only export. Also if I go into map and add external tile set when I browse my computer for the Pyxel files they seem to turn up as grey on the screen. Tiled doesn't seem to recognise them. I have files with both the original .pyxel ending and ones with .png. Also I'm assuming that file should only contain one tile right? Obviously I'm very new at all of this and require some help in becoming familiar with these programs. If you understand how Tiled works then please respond. Thanks in advance. (I know I'm probably looking in all the wrong places since I don't know the program)

7
General Discussion / Re: Strange blurring problem
« on: April 24, 2015, 07:58:56 am »
Yes
When you do import from combined image you need to tell the software how many images you have in the sheet. So at the bottom of the window under x type the number of frames there are horizontally, and under y the number that there are vertically. Alternately you can change it to "piece size" and type in the dimensions of your sprite.

Oh I missed that bit lol. Well piece size makes more sense to me.

I've got everything working now, so thanks.

8
General Discussion / Re: Strange blurring problem
« on: April 23, 2015, 04:49:03 am »
No, just two ways to do the same thing. View>Preview will show your animation in a little window, you'll probably have to adjust the timings on the frames as gale imports at 1second/frame by default. What you see in the sprite sheet is what will show up in game so really you need to check for errors there.

View>Preview isn't working. I'm just seeing the entire sprite sheet where the animation should be.

I entered X:1 Y:1 when I opened the image. Could this be the reason?

9
General Discussion / Re: Strange blurring problem
« on: April 23, 2015, 02:29:46 am »
When you do import from combined image you need to tell the software how many images you have in the sheet. So at the bottom of the window under x type the number of frames there are horizontally, and under y the number that there are vertically. Alternately you can change it to "piece size" and type in the dimensions of your sprite.

OK I've done that and the sprite sheet has reverted back to the last edit that I made which is good. Are there any benefits to using the piece size option over specifying XY frames? And once you've imported an image how do you get it to show the final animation? cos I want to make sure that the program hasn't added any more strange stuff to my sprite after editing the sprite sheet. Hope that makes sense.

10
General Discussion / Re: Strange blurring problem
« on: April 23, 2015, 02:08:54 am »
OK this program is officially weird, lol. I removed the extra black lines in the sprite sheet itself and the animations now look exactly like how I wanted them to but now since importing the images, both have been cut in half. WTF? Everything else appears to be working properly. I''l post an image in a minute since I'm not the best at describing stuff.

Image cut in half:



The frames:



I really want to like this program but then it does stuff like this. I have a backup copy thankfully of all my stuff but still... this is annoying and I don't understand why the program would cut up an image like that.

Sorry about the poor image quality. The original images were too big on the forum so I had to downsize them. You should still get the idea of what I'm trying to say though.

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