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Messages - mtpassd
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Hello I am interested in helping you with your Commission needs. Here is a link to some examples of my work https://www.instagram.com/mtn_pass_design/
I charge $10 per frame (30 x 30 px) for limited edits ( 2 to 3 revisions ) and $20 per frame for unlimited edits. Pricing increases by $10 per frame at 64 x 64 px. I hope to hear from you about this exciting opportunity.

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Pixel Art / Re: [NSFW] nude study w/ dithering
« on: August 16, 2017, 03:01:48 pm »
I try to be as mininmal with dither as possible. It is very easy to over do it and turn your standing into a shape. I also try to keep the checkerboard pattern intact when dithering to keep the image from distorting. The over all shape of the nude is pretty good. Booty seems a little big, but that never hurt anything. And your dithering seems haphazard.

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Pixel Art / Re: walk cycle + sum tiles
« on: August 14, 2017, 12:32:40 am »
That looks really nice. Good job. I like dithering for certain things but it is easy to overuse. I used to not like the way it looks.

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Pixel Art / Re: Sword kitty
« on: August 13, 2017, 08:43:39 pm »
Kitty Slash sounds like an attack name or a game title, not a monster name. Reversing it to Slash Kitty makes it more like a name for a kitty that slashes.

The pixelling looks good, but the pose is dull. For enemies, I think it's good to start with an attack or movement pose, since those are what the player will see most often. The idle should probably be a pose that can lead easily into one of those.

Great advice. That makes a lot of sense for enemy development.

I would suggest putting the sword in his hand, or having his hand on the hilt ready for the slash animation. Legs wider fighting stance style.

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Pixel Art / Gun fire animation.
« on: August 13, 2017, 07:47:32 pm »
Hello, I have started on the standing gun fire animation for a character I've been working on. Here is rapid fire and single shots. Hoping to get some opinions on the animation and if it seems effective. Suggestion for improvement are encouraged.


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Pixel Art / Re: walk cycle + sum tiles
« on: August 13, 2017, 01:14:34 am »
Add some dithering to to rocks and they should start to look more inline with thecharacter aesthetic.

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Pixel Art / Re: player character for platforming game
« on: August 12, 2017, 09:54:21 pm »
I agree, with the critiques and have created a couple more idle cycles based on the suggestions. Which one is better left or right? Suggestions on improvements?


Looking great. I'm really jealous of that breathe effect you got out of it. It really looks like the chest expands.
I prefer the movement out of the gun sprite. This is being nit picky but he is breathing a bit fast for being idle. try increasing the stand still frame by one at the end. Kinda curious how it turns out.

Thank you, I have been working hard to get it looking right. I think the breathing is indeed to fast. Here it is at a more rested pace I think I am almost finished with the idle.

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Pixel Art / Re: player character for platforming game
« on: August 12, 2017, 06:37:14 pm »
I agree, with the critiques and have created a couple more idle cycles based on the suggestions. Which one is better left or right? Suggestions on improvements?

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Pixel Art / Re: player character for platforming game
« on: August 12, 2017, 06:18:17 am »
Here is a much more effective breathing animation. Any thoughts on improvements for increased polish.


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Pixel Art / Re: player character for platforming game
« on: August 11, 2017, 03:06:40 pm »
Thanks for the replies, it seems the consensus is on the animated idle. Though I agree with the critique. He seems to pull upward, more than expand outward is if breathing. I am going to work on a new draft of the idle animation and repost for opinions. Thanks again for the valuable feedback, fresh eyes make all the difference.

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