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Messages - mobichan
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I've been lurking in here for a while now and man are these impressive.  Sorry to nitpick, but I just wanted to point out to Phoenix that the castle gate/entrance can be jumped past to reveal a hidden item.  So you need to continue the floor past the entrance instead of stopping it at a bush wall.

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2D & 3D / Re: Low Poly Funky Monsters
« on: September 07, 2008, 08:32:11 pm »
It would be cool if you could display your UV maps so we can learn/critique/etc from them.  :)  BTW, nice stuff.  And in regards to the question about using a single pixel, it also depends on whether the textures are filtered or not.  I've only worked on console games (so maybe this doesn't apply to cellphone/handheld systems) but if the textures use bilinear filtering, the pixels will be sampled and blended using adjacent pixels on the map.

Mobichan

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Pixel Art / Re: Samurai Subpixels
« on: August 04, 2008, 10:17:29 pm »
Based on the Homestar Runner image, you might want to say you want a "sketchy" animation style.  Or "shaky line" style?  If that is what you are going for, you haven't reached it yet.  Maybe try less smooth subpixel movement and go for more blatant, exaggerated pixel jumping.  You could also try just making 3 slightly different images of the same pose and then flip between them in your frames.  Unfortunately, that kind of sketchy style will hide any subtle animation you might be trying to get across in the idle animation.

The character looks like a samurai, so I assume you want to keep him holding a katana?

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Pixel Art / Re: Samurai Subpixels
« on: August 04, 2008, 07:51:57 pm »
I think the version with the chest expanding was conveying breathing more.  You might want to consider what stereotypical visual cues will make people see the action you are trying to convey.  I am not sure what "jellyfish" type of movement you are going for, but if you want the character to simply bob up and down and have a wave of movement travel up and down his body, then it isn't conveying that.  The suggestion that you might not need so much subpixelling might not be far off.  If you know your total frame count, then why not work out the best key poses without using subpixelling and then see if a couple tweaks here and there are necessary.  If that 2 frame animation (without subpixelling) is the max number of key poses you are going to do, then I think you might want to consider an even subtler animation, since sub pixelling (at this size) works really well for shifting pixels one or two pixels at most.

I am actually kind of bothered by the sword and the pose he is using to hold it.  The far arm looks short to me, even though I assume his arm is bent.  Also, the sword itself is a great prop for adding uniqueness to your idle.  Maybe lower it and give it a sense of weight?  Or are you working in a size restriction?

My 2 cents,

Mobichan

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Pixel Art / Re: [4fun!] for womanliness' sake! grr!
« on: July 01, 2008, 02:27:47 pm »


For what it's worth, I did an overlay to show how I am seeing the anatomy.  It seems like there are a few places where shifting some anatomy might help.  I drew my interpretation in blue and adjusted/made suggestions it in red.
1. The far leg (her right leg) has an extra long calf.  By lowering the knee about 5 pixels you might get better results.
2. The shoulders are different distances from the collarbone/torso area.  I shifter the near arm (her left arm) to be a bit farther from the body, since that matches her body's perspective.
3. The neck is a bit too far forward, unless you meant for her to be slouching.

You might also consider pushing the near arm's shoulderpad back as well, since it makes the slouch more prominent.

Overall, it's a great piece and worth going back to rework.  Good luck.  ;D

Mobichan

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Pixel Art / knight character (C&C appreciated)
« on: March 14, 2008, 06:25:24 pm »

64x64 8 colors + transparency

I was starting to make a generic knight to use while learning some game creation software.  He is meant for a platform game.  I was just curious if anyone sees any glaring issues with him at this point?  I have been struggling with the heart emblem on his chest, but I think my eyes are too used to the image so I can't see the problems anymore.  Thanks for any C&C in advance.

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Pixel Art / Re: Wizard of Oz sprites (C&C welcome)
« on: February 25, 2008, 06:35:28 am »
Yeah, the slippers are emerald in the book.  I thought about doing the witch and toto next, but work started picking up again, so my pixelling has been reduced to weekends again.  Stay tuned.

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Pixel Art / Windmills are burning!!!! C&C welcome
« on: February 09, 2008, 02:22:23 am »

23 colors (32 max) 100x256

Here is my first ever entry in the latest pixeljoint challenge.  Any critiques are welcome, since I need to submit it in the next 24 hours.  The idea was to make an image using 2 of the following words (blood, fire, anger, hate).  I chose fire and hate, but I guess that shouldn't need explanation.  :-[

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Pixel Art / Re: Problems running.
« on: February 08, 2008, 04:37:52 pm »
Xion is right.  You should really work on all moving parts of the body at once, even if you just block them in.  It is sometimes helpful to just work in different, single colors for each limb of the body, so you can see them clearly.  Working in shading right from the get-go is only asking for more reworking than you probably want to do.

Looking more closely, I think I was seeing the figure at an angle because of the dark shading in the lower belly/crotch area.  Once that is lit properly, I think it will read the way you want it to.

I also agree that it now looks like he is walking.  Your original images had some torso bobbing and that really helped to convey a run.  You should consider that the body rises and falls to deal with the changing length of the legs as they bend.  At that resolution, that might be a single pixel or two, but it will make a lot of difference.  You are making great progress.  Keep it up!   :)

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Pixel Art / Re: Problems running.
« on: February 07, 2008, 11:24:43 pm »
One thing that is strange to my eyes is the fact that the legs seem to be slighty angled toward the viewer.  If you intended for this character to be in profile, you might want to shrink the hips a couple pixels.  But with the current animation, it seem like the legs are going into the distance as they go back.  It also looks like the front leg takes a larger stride (it travels more pixels) than the rear leg.

I like the style of your tiles.  If you are worried about the repeat, then you might want to make a couple variations on the tile so you don't just see the same tile over and over.

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