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 - Jigsaw
Pages: [1] 2 3

Pixel Art / Re: Assassin [C+C]
« on: January 03, 2014, 12:01:17 pm »
Just for the record those Final Fantasy sprites are all edits of sprites from the KOF/SNK vs Capcom/etc games for the Neo Geo Pocket. If you're looking for stylistic (and especially animation) reference, I suggest you study the actual original sprites.

Pixel Art / Re: Just starting out on my first game!
« on: April 29, 2013, 11:59:32 am »
The middle one is easily the worst in my opinion. All black outlines or coloured outlines is consistent, mixing the two just feels a bit confusing.

Pixel Art / Re: Just starting out on my first game!
« on: April 28, 2013, 11:41:10 pm »
FWIW I find the proportions in the running animation way more charming and pleasing to look at than in the idle or walking animations. The bulky arms help justify the disproportionately big upper body, and the shape and size of the torso looks much more balanced than in the idle animation. I would much rather see you adjust those animations to match the running one than the other way around.

On another note it looks very weird to me that the red - the darkest colour - has barely darker red outlines, while the much lighter whites, yellows and skintones all have solid black outlines.

Pixel Art / Re: Just starting out on my first game!
« on: April 28, 2013, 04:06:40 pm »
It's not a question of resolution, or framerate, it's a question of timing on the frames you do have. I mean, sure, you can get more subtle motion if you increase resolution or framerate, but here's a 2 minute edit I did of your animation without redrawing a single thing:

Pixel Art / Re: Gorillaz
« on: April 28, 2013, 03:27:08 pm »
One thing that stands out to me is the way you shaded his eyes. Maybe it was intended as some form of anti-aliasing, but it reads as shading, anyway.

Putting the shadow on the bottom of the eyes - assuming light from above - implies that the eyeballs are bulging out of their sockets. It would make more sense to put the shade along the upper edge of the eye, to imply a shadow being cast by the eyelid onto the eye. It's much less noticeable in Seiseki's edit where there is much heavier AA all over, but in your original pic it does look a bit weird to me.

General Discussion / Re: Big boobed characters in video games
« on: April 08, 2013, 09:44:10 am »
Queens Blade/Scarlet Blade is completely unaffiliated with and unrelated to the Queen's Blade series of books/anime/games.

General Discussion / Re: See my algorithm to upscale pixel art
« on: December 05, 2012, 06:50:23 pm »
Right - figured it would be ideal to have access to both depending on what's needed. :) Thanks!

General Discussion / Re: See my algorithm to upscale pixel art
« on: December 05, 2012, 05:57:37 pm »
This looks really cool! The download links for the older versions (non-dither preserving, etc) seem to be broken though, could you provide a new link to the latest version of the 4x scaler? (assuming this new one hasn't replaced it entirely)

General Discussion / Re: Altered Beast - a cluster study
« on: December 05, 2012, 04:28:48 pm »
Didn't spend a whole lot of time on this, but pretty happy with how it came out.

This was a lot of fun! Would love to see the community tackle remaking more sprites like this.

General Discussion / Re: Rendering 2d (pixel) sprites in a 3d world
« on: August 17, 2012, 02:11:06 pm »
The most prominent (and best looking) examples I can think of in modern games are Arc System Works' more recent fighting games, the BlazBlue series and Persona 4 the Ultimate. Both games use all 2D (pixel) art for all the characters and most effects (hitsparks, misc particle effects, etc), but the backgrounds are completely done in 3D. They use a nice mix of polygonal geometry and 2D assets (mostly for characters in the background), but the overall look gels really nicely with the characters and makes for much better depth in the backgrounds than you'd tend to get with pure 2D backgrounds, even with lots of parallax scrolling.

(Other 2D fighters that used the same technique to varying degrees of success include Capcom vs SNK 2, Marvel vs Capcom 2, King of Fighters 94 Re-Bout and The Rumble Fish)

Another example that quickly comes to mind is Strider Hiryu 2. It doesn't look quite as impressive on accounts of running on more primitive hardware, of course, but it still looks nice and I think the use of 3D serves the game well.

Generally speaking, I think 3D can be used to great effect in 2D games, if done tastefully and with some thought behind it. Basically as long as the camera remains at a fairly static angle relative to the sprites I think 3D can add a sense of depth to something you would expect to look kind of flat, whereas 2D elements in a fully 3D environment kind of look flat where you expect three-dimensionality. Regardless of how you do it though, I think a key factor is to make sure that the 2D and 3D elements simply fit together as well as possible so that neither looks out of place compared to the other. I think the Pokemon and Prinny games mentioned earlier pull this off quite well, judging by those screens, whereas... I dunno, Mario Kart 64 perhaps doesn't manage to do it quite as well. Strider Hiryu 2 arguably has a more visible discrepancy between the 2D and 3D elements, but I dunno, personally I think it works quite well anyhow.

I guess it's a matter of taste; I like 2D art, particularly well made pixel art (and it doesn't get much better than Capcom in the late 90's), so in some cases it doesn't bother me if the 2D elements call a certain amount of attention to themselves.

Pages: [1] 2 3