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Messages - d13f00l
Pages: [1] 2 3

1
Pixel Art / Re: Advice on pixel art tools?
« on: December 12, 2017, 07:10:57 am »
Aseprite!

2
Pixel Art / Re: Help with... Proportions I guess? (Critique/Feedback)
« on: December 10, 2017, 07:58:03 pm »
Better IMO. 

3
Pixel Art / Re: 3 Frame Sprites?
« on: December 10, 2017, 01:07:43 am »


I think I fixed it, mild perspective issue.

4
Pixel Art / Re: Help with... Proportions I guess? (Critique/Feedback)
« on: December 09, 2017, 04:23:47 am »
First one is great

Second one is good, it looks like an athletic female.  Might need a touch of tweaking, it's a bit androgynous. Maybe lightening the bangs to look less like eyebrows might do the trick.  Or a mouth to help differentiate.

Third one, it's the body language that is off.  If he's going to tackle you, add some knee bend and a bit of leaning forward.  If it's more of a c'mon pose, or grappling, maybe the palms should be faced up or sideways, not down. The arms could also be at slightly different height to make it more natural of a pose.

It depends on what is going on.  The design of the sprites themselves are all fine, depends on the context.   If the context is more like an athletic ready stance, then the third's arms won't be out like that, would be more like the other two.

I think you're just getting a bit burned by the mirror tool.

Generally, nice work.

5
Pixel Art / Re: [WIP][CC] Character for game, do you like him?
« on: December 09, 2017, 03:03:12 am »
Yeah, nice!

6
Pixel Art / 3 Frame Sprites?
« on: December 09, 2017, 02:47:21 am »

Using DawnBringer's lovely 32 color palette.

Thinking about starting another project, either RPGMaker or C++\SDL.

4 legged animal sprites are tough with 3 frames.  I'm not sure what to do about the walk down\up animation.  If I add side to side movement it looks crazy, same with making it bounce up and down.  But it looks super static and boring, or like she's making biscuits instead of walking.  I don't really want to make the tail swish.  One thought was bobbing the head....

The side movement I am more or less satisfied with.

7
Pixel Art / Re: Working on a sidescroller
« on: March 17, 2014, 04:23:56 pm »
Thanks.  Sincerely appreciated.
To make sure I'm understanding right

It is a valley, yes.

Extend those roots, shade that area, make the grass creep up the trees a bit?

I need to be careful shading the second row of trees, don't want to pillow shade.  Maybe could avoid that by shading the left side of the tree slightly more.

Edit: Also working on changing around the ground tiles



I'll redraw the larger ground tiles per your recommendation of keeping the scaling equal across the board.   
I tried instead to draw some more organic looking ground that could have slopes and such, but I think to do that I'd have to redo everything and it'd change the look and feel of the whole game.

I was thinking I'd start with boxy tiles, with the intention of redrawing them later, but as I get further in I'm realizing that even the level design is kind of seriously tied to the tile set, I'm not going to just be able to myself, or have someone else, redraw a few tiles.  All the levels and backgrounds would have to be done if I wanted the game to look more organic.  I guess it's not a bad thing, I'm just going to have to commit all out to a boxy, stylized look.

8
Pixel Art / Re: Working on a sidescroller
« on: March 16, 2014, 03:21:33 pm »
Edit: Huge image removed, updated cropped image above in OP.

I think the background works decently.  Now I need to do something about the ground tiles.

9
Pixel Art / Re: 'Level 2' Sprites [WIP]
« on: March 16, 2014, 07:12:10 am »
Sweet!
I like the dithering on the cheeks.  It feels like the jaw and brain should have similar style shading.  It looks like you're still working on it though.
Animating that might be tough.  Feels like his jaw should unhinge like a snake and he could barf out some laser beams!

One thing that seems hard to get right in animations is rotating components at an angle.  How are you thinking of doing it with the jaw?  You could maybe get away with it sliding down, or something, which would be easy to animate.

10
Pixel Art Feature Chest / Re: Running knightman
« on: March 16, 2014, 06:55:33 am »
So animations are hard and I have no idea how this works.
Any C+C wold be appreciated

Hmm?
You could have a data structure to define your x\y\w\h in your sprite-sheet.  Then, for an actual animation, you can use a vector, map, or linked list to have a list of frames.
The easiest thing to do, if each frame is the same length, is to make note of when an animation starts and base the current frame off that

Then do framenum = ((currentTime - startTime) / timePerFrame) % totalNumberOfFrames
I...think this works?  It's been a while since I wrote my own animation code.

let's say you're 500 ms into an animation that has 5 frames at 20ms each.

((5000-4500) / 20) % 5
25 % 5 = 0
You're on frame 0 of 4 at the current point in time.

How about 750ms in?
((10000 - 9350) / 20) % 5
37 % 5 = 2
frame 2 of 4

789 ms?
(10000-9210) / 20) % 5
39 % 5
frame 4 of 4


Seems to work.

Or just use some library or engine that does animations for you.

Edit:  Haha, C+C != C++.  I'd say that's more of a brisk walk, and it looks pretty good for a brisk walk.  To run, he's gotta lean forward.

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