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 - Gragh
Pages: [1]

1
Pixel Art / Re: Am I doing this right? [Newbie]
« on: July 17, 2017, 07:41:12 am »
This is a pretty simplistic object at its core,  so a standalone sample doesn't tell me much.  Nothing looks wrong with it lighting-wise.   You'll need more complex pieces to really see where things could be improved.

2
Pixel Art / Re: [C+C] Waist-up portrait
« on: June 16, 2017, 10:32:35 am »
You may need to exaggerate the furriness a bit more,  like you said it is a bit hard to tell that it is fur.  Light shines off of fur in a particular way, so you can use strategically placed specular spots to imply fur without actually trying to draw each hair.

3
Pixel Art / Re: Jumping animation
« on: October 19, 2016, 05:34:30 am »
Some clarification is needed.  What type of jump is this suppose to be?   If you're launching from a rest position, the knees should bend more in the beginning.  This looks more like the 2nd half of a jump,  when you're already falling.

4
Pixel Art / Re: Need help on limping (walk) animation
« on: October 12, 2016, 06:43:05 am »
The other thing that bugs me is the abruptness of the animation due to the fact that it is only 4 frames long.  When I picture a limp,  the latter half where you're dragging the leg is going to take longer than the initial step with your good leg.  MysteryMeat's reference video kind of illustrates this too.

5
Pixel Art / Re: Need help on limping (walk) animation
« on: October 09, 2016, 08:56:33 pm »
I think the part that bugs me is how the upper body is facing perfectly forward in every single frame, like a in a march.  There isn't a lot of shoulder rotational movement.  It is hard to keep your upper body aligned like that if you're dragging a limb.  If he is actually limping away from zombies in a hurry,  his opposite arm should be swinging forward to act as a counterweight for when he pulls his injured leg forward.

6
Pixel Art / Re: C+C (please help) Plaid Pogo man
« on: July 18, 2016, 10:15:25 am »
perhaps you can make the squares on the plaid larger so its more visible at low res?

7
Pixel Art / Re: [C+C] WIP A tree
« on: July 10, 2016, 09:14:18 pm »
I perceive 4 shades of green,  but looking at a real tree there is a much wider range of greens.  You can still maintain the cartoony style,  by omitting lines.  Adding more shades of green would make the leaves pop out more, they seem a bit flat as they are.

8
5th one is lowest res,  seems like you could do more with it if you blew it up.

9
On modern displays, 8x8 is microscopic when displayed at 1:1 resolution. 

at 16x16, even randomly generated, monochrome concepts can have distinguishable limbs and eyes.

Off-topic but...I'm rather curious.   How does this generator work?
EDIT:  nevermind I read the source code.   I just didn't actually believe it was random at first.

10
General Discussion / Re: Anyone using Unity for pixel art games?
« on: May 30, 2016, 09:13:10 pm »
There are a few 3rd party tools in the unity asset store that make 2D pixel art games easier to deal with.  You pretty much can't look up pixel game dev in Unity without running into the TK2D package.   I haven't used it to its fullest yet,  but what I've experimented with so far seems to be pretty good.    There is a "pixel perfect" setting in the TK2D camera that should work unless you start messing with zoom values.  I think the sprite storage is also more efficient than Unity's built-in method.

Other than that i found the lack of frame capping annoying (no way to hardcap frames/physicsupdates to 60fps from what i've learned)

I'm not sure about physics,  but I am pretty certain you can cap the update frame rate as an application setting.

Pages: [1]