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Messages - KaiserFate
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1
Archived Activities / Re: Secret Santa 2011
« on: December 27, 2011, 10:21:36 am »
Threesided, if I were that kid and I got those fellas visiting me for Christmas I'd be goddamn stoked. If a little terrified but only for a while.

I actually had a lot of fun just going through every one of the presents, there was some really quality stuff! Great work everyone, and merry christmas~

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Archived Activities / Re: Secret Santa 2011 - Signup Thread
« on: November 12, 2011, 12:12:59 am »
I'm down with this. I haven't been on the site for ages but this would give me a great excuse to pixel again!

I really love aliens, machines/robots, monsters and critters. Optional: in a dress.

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Pixel Art / Re: Homestuck Art Dump
« on: November 14, 2010, 12:34:44 pm »
It's not retextured, lol. Actually Supercar Gautier had a similar argument pulled against him with his Vriska sprite - we both did directly use Paul Robertson as an influence, but we did not actually use any specific sprites as reference. I just had a Kim Pine sprite for size reference and mentally went for the same look as the checkout chicks in the various shops.

I'm not even sure who Julie is.  :)

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Pixel Art / Homestuck Art Dump
« on: November 02, 2010, 06:39:26 am »
So I don't know how many of you follow Homestuck, but recently there was a flash update that required the art team to pump out quite a lot of pixelart.

These are the segments I made. I wasn't really a fan of the whole "Earthbound" look that was agreed upon in my absense (I stand alone on the whole art team in not liking that game |D) but I still had a huge amount of fun working on these sprites. Enjoy!
















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Pixel Art / Re: Never-ending ownage
« on: September 21, 2010, 02:55:54 pm »
So what would be a good alternative to pillow shading in a universal game setting? Just choosing a light source such as top-right and keeping it consistent for all the sprites? Would make flipping the sprites a bit awkward. I'm quite open to alternative suggestions, this was just practice, really.

Unfortunately the killing doesn't stop. He's spawncamping and simply making these poor players' lives hell! :crazy:

Now I know what you mean about the segmented look of the knight. I agree that animating it fully frame by frame will look better and that will be an approach I will try next time for sure. The main reason I took this approach was because it's actually for a choose-your-own-adventure type deal, viewers leave suggestions and I make a response moving the story forward. So the philosophy is more "fast and good" than "slow and great"; obviously I'd be taking a wholly different approach if this were a self-contained videogame!

In any case, thanks all for your critique and kind words  :y:

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Pixel Art / Re: Never-ending ownage
« on: September 14, 2010, 11:36:06 am »
Thanks for a great crit! All duly noted, I see what you mean about the thumb.
I'll admit I'm pretty new to actually attempting backgrounds at all so I'll be the first to admit I have a long way to go in that department.
And yeah, I did think about the light source and decided on basically what you said: because this is for a fictional full game as opposed to a one-off piece of pixelart, I wanted to have them in your basic "answer-all" lighting rather than tuned to a specific lightsource.

Obviously I'm not that in touch with pixel lingo, but could you tell me what 'pillow shading' is?

7
Pixel Art / Re: Never-ending ownage
« on: September 13, 2010, 11:33:58 pm »
And the caveman's hair changes color...... odd.

He's getting electrecuted, it's just a cartoony effect.

Also not really sure what you mean by how the animations "seem independent of each other"?


Edit: Actually I feel I should point another thing out, for some reason when the knight finishes his first two swordswipes his upper torso jumps forward one pixel. This is a glitch. Because the animation was so complicated, I ended up using three programs to make it: GraphicsGale for drawing and animating the sprites and background, Flash for the main animation, and ImageReady for the final export (Flash 8 couldn't export gifs or many other formats if its life depended on it, so I have to export PNG frames and use IR to turn it into a gif).
For some reason, Flash just buggers up and pushes things around sometimes, and those frames where his torso takes one pixelstep forward and nothing else does is a result of that. You can't see it in Flash either, it only happens after you export. Annoyingly, there appears to be no way to fix it.

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Pixel Art / Never-ending ownage
« on: September 13, 2010, 03:55:49 pm »
Okay, so I basically worked all day on this image and figured I should show it here on the forums.



At the advice of a couple people here on the forums after my last postings, I decided to finally up the ante a bit and go for more of a Super Nintendo look. I've been studying the snapshots I've taken from various games over the years and now that I have played around enough with pixels just for fun, I finally have the fundamentals in place to understand what in the name of shitsticks the Artists of Old were actually doing.

I tried sticking to three-to-five shades per colour, with an overall fairly limited pallette, and the background was inspired by a few games such as Demon's Crest and some detailed RPG overworld backgrounds.

The animation could be a little more complex but I deliberately wanted to go for a bit of a low-tech feel and also this is for a project that is really more about speed than quality, so I'll cut you all to the chase by saying I could have added in a lot more in-betweens on the Knight's movement.


Hope you guys enjoy it!  ;D

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Pixel Art / Some various stuff from my project
« on: June 08, 2010, 08:22:12 am »
Just bits and bobs from my Choose Your Own Adventure, various examples of pixelart I've worked into it.







There's a lot of those weird two-frame gifs - it comes with the territory.
Hope you guys get some level of enjoyment from them.  :crazy:


Edit: Might as well squeeze in another one I'm quite fond of:


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Ahhh yes this used to drive me insane... that and GG not saving transparency at ALL  :yell:

Go to frame properties, check All Frames, set Disposal to Previous.

Disposal controls what is kept and what is removed when a new frame is rendered. Previous just wipes everything before rendering the new frame, so it's probably what you'll want to use the majority of times you animate.  :)


==>


AAAAH THANK YOU SO MUCH

I think I can be forgiven for not picking that one up of my own accord. How utterly obscure. In any case I can breathe a sigh of relief now as I think I've just about got this silly program worked out.  :y:

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