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Messages - skeme_IN5
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1
Pixel Art / Re: pebble/rock/dirt tiles?
« on: March 31, 2012, 08:25:57 am »
I cant give critique on your work because Im a noob but yes, having various tiles to break up the repetitiveness is fine. Many games do this. I recommend having 3 or 4 various tiles.

2
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 21, 2012, 02:34:47 am »
Hey, Im a massive fan of Judo too! Those throws are LETHAL! Usually the fight would be over from one throw on concrete lol
I dont know if you have heard of Ronda Rousey? Shes a judoka who went into MMA and is now champ after just 4 or 5 fights. Her armbars are badass!
One thing lacking from BJJ is the takedowns/trips/throws. I think BJJ and judo suit each other perfectly tbh.
Anyway, dont want to go off the subject of this thread. Great edits 9_6 and PixelPiledriver. :y: Im working on a jabbing animation edit but its not working out well right now! I will show it if I can finish it.

3
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 20, 2012, 02:04:07 am »
About the fighting stances, Im a long time boxing and MMA fan so I thought I would share what I know about different stances.
Im no expert though so some of what I say might not be 100% accurate. Im more of a fan than a practitioner.
A boxing stance should have the rear hand up high if anything. The lead hand can be high too but some fighters(mostly counter fighters) like to leave it down.
Jams, I know you said you didnt draw the rear hand up high in your edit because it might block the face details, but it makes your stance look more like a karate stance with the lead hand up high and the rear hand low. Still looks cool though...just not a boxing stance.
Im pretty sure that grappling stances like BJJ, judo and wrestling are usually hunched with the elbows in tight and both hands up to about chest level? I should actually know this because because I just started BJJ classes. :blind:
I think Jams is right about most people liking the fighter to be quick, and a compact stance does give speed.

4
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 18, 2012, 01:15:46 am »
Glad I could help :)
I think you can still show cartoon emotions without adding lips and cutting the bottom part of the nose off though.
Heres an example(normal, surprised, sad...and very surprised at the bottom) -



And this is the same example again but with a pixel taken away from moustache(dont know if this was really needed but thought Id show it anyway) -


I dont see the point of using the pants colour for the eyebrows and bottom of the eyes because it really does look the same as black...especially when placed next to black. Unless your character is going to be really zoomed in and enlarged in your game, its not going to be a visible colour change from the black.
If you really want to use a different colour for eyebrows, I would suggest using the dark brown from his hair like in my example.
I dont think using the lip colour to shade the bruised nose really works either. Maybe try a different colour?
Well these are just my thoughts and hope it could help some.

5
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 17, 2012, 09:44:38 pm »
Agreed about the pants colour. They are too dark and look black.
I did a quick edit(Just click the image a few times to enlarge it) -



I thought the nose was unreadable so I changed it to stand out more. The mouth was also quite hard for me to read(at first I though he was smiling!) so I took away detail there.
I tried to give a lightsource from the top-left but this is something Im new to myself, so it probably sucks.
Also, you used too many colours for his eyes so I just used black and white. The light grey was OK I suppose, but the dark grey/black was unneeded because it looks just the same as black. Same goes for the eyebrows.

6
@ helm - Woah! Incredible edit! Absolutely perfect, my friend. I think I understand all that youre saying and will try to emulate it all as much as I can in my work from now on. Im gonna study your edit closely.
But like you said, I think its going to come down to experience in the end, because I know quite a lot of the 'philosophy' but I find it hard to put into practice at the moment.
LMAO at number 4! Strange thing is I just started work on an animated cat sprite for my game and put two cats next to each other in the game lol
Anyway, thank you very much for the advice and edit.

7
I would like some critique on this character Im going to use in a 2D side-scrolling Zombie apocalypse game please.
This is the first time Im really trying NOT to use a black outline around everything and Im finding it really hard TBH. Any advice, examples or edits will be much appreciated.
I would like advice on everything really...light source, shading, colours etc etc.

This is not a sprite I made from scratch though, and is instead an edit from a SEGA CD game character from 'The Terminator'.
I hope that is OK. Im not planning to make money off the game or anything like that...just doing it as a hobby.

Anyway, heres the main character -


And here is the ORIGINAL sprite from The Terminator(SEGA CD) -


Thanks.

8
2D & 3D / Re: Bitten by the sidescroller bug...
« on: February 03, 2010, 10:04:19 pm »
Okay, NOW it's superduper update time. :D
http://www.hedfiles.net/AEwithmenu.zip 12MB Unzip into directory...
Changes:
Hitting "Esc" now pauses the game and brings up a menu. The options here control the display settings, resume the game, and quit. There's a fourth option for a help menu, but it's non-functional at this time. Click on the ViewMode selector to change your display setting - if it's different than what you already have, when you hit "resume" it will ask you to confirm.
When you're in the game itself I've also enabled a temp shortcut for this, should the menu not function properly (more leftover from my previous bugtesting, as is that little counter in the pause menu) Hitting 1,2,3 will switch between Normal, 2X Zoom, and Fullscreen options.
KNOWN BUGS!
The confirm dialog pop up will not scale properly to other display modes besides "Normal". I am working on this, and I think I have a solution - I just need to get home and try it out.

9_6: it shouldn't be squashed...I look into a proportional fullscreen option.
Konrad: Thanks. You now have a QUIT option as well!
skeme_IN5: Thanks! For the jumping, I'm currently using the out-of-the-box platformer movement that comes with MMF2. This is going to need to change. On the foliage side...out of curiosity, is it the plants on the extreme right of the level? If so, I've simply not gotten there with the plant animations yet. You might have noticed the lack of moving flags as well. :D

Still looking for feedback on the foliage - do the background plates also need animated foliage?

Alright guys, keep all the awesome feedback coming!


yeah, its just at the end of the level.  i should have realized lol
about the background foliage - i thinks its ok as it is now as it kind of makes the background look farther back. i think adding animation may give an undesired illusion of the background looking closer.
its hard to tell really. it'd be better if you just did another demo WITH the animated background foliage just to be sure. it may end up looking better.
ok, im off to check the demo.

9
2D & 3D / Re: Bitten by the sidescroller bug...
« on: February 03, 2010, 12:08:06 pm »
all i can say is...WOW! absolutely amazing.
if this game gets finished it will be effing awesome!
theres a few bugs/glitches i found although i know the real purpose of this demo was just to show the graphics and animation etc.
1) i cant jump straight up in the air, only forwards or backwards(this maybe a problem with my keyboard though)
2) sometimes the animation on the foliage doesnt work.

10
Pixel Art / Re: Boring character needs to be spiffed up
« on: January 16, 2010, 06:25:48 am »
quick 5 minute edit:



i made his waist wider and longer, made his legs longer and turned the rear foot in.

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