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Messages - zez
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1
Pixel Art / Re: Critique my sprites for XBLIG : Player walk cycle
« on: May 06, 2011, 06:47:22 am »
This isnt really a critique on your sprite work, but I think you should probably render the sword last (so it appears ontop of the other sprites) it going under things looks wonky.
If you really wanted to get fancy with it, you could also sort the render order of sprites by the y axis (sprite_array.sort(heightsort); function heightsort(sprite1:whatever class you use, sprite2:ditto):number{if(sprite1.y < sprite2.y){return 1}else if(sprite1.y > sprite2.y){return -1} else {return 0}} or something...)

2
Pixel Art / Re: redd and blou
« on: January 17, 2011, 01:05:35 pm »
This isnt the usual response people get on this here board, but depending on what platform you are coding for, you could use two sprites, one for facing left, one for right and thus double your sprite sheet size (toggle visibility and have the x,y cords of them be the same,) or just use two sheets and load them as they are needed... The first option is sometimes better because the second can lead to happy funtime memory leaks and garbage collection issues depending on your platform and language, but has the downside of meaning you need too keep track of another object and use ever so slightly more system resources all the time.  If you can just pre-catch both of them and choose the sheet/frame on render the latter is better, but that isnt always an option.

3
Pixel Art / Re: Platformer practice: Stage 1
« on: January 14, 2011, 08:37:02 pm »
Not half bad, your 4 keyframes look pretty good, and assuming you add in the last tween I think the runcycle should work. There is a little stutter thing that happens during the sub-pixel animation on her head well she is rotating, but once again assuming you dont have the subpixel stuff start then go back to using the original head frame you shoullld be fine. Id make you an edit, but sadly Im using the free version of GG.

4
Pixel Art / Re: Fighter/Rpg Hybrid
« on: January 05, 2011, 02:37:00 pm »
I think the frontal light source is exactly whats bugging me about the last one, thanks. Did you mean that comment to apply too all of them, or just the one? I was going for top lighting (well, I guess top front, as apposed to directly above them) so if that doesnt come through at all Im clearly doing it wrong... Unless its just the hair, that will probably get changed soon, I kinda was just blocking out the form for the hair, but then liked the look and just left it like that.

Passive poses wise, are you referring too the combat poses, or all poses? The poses to the right are, for lack of a better term, "passive" meaning they are just standing around doing nothing in a town or something, the far left are combat and umm... shouldnt be passive? Once again thats something I need to adress, so thankee.

The character with the ginormas sword however is supposed to look fairly effortless wielding it, as she is a plant given the ability to move by the magic of the sword of legendary spiky haired protagonist of yore, so its really more like the sword is carrying her....

5
Pixel Art / Re: Fighter/Rpg Hybrid
« on: January 05, 2011, 12:19:42 am »

Half way between a bump and a 'hey I actually need help with this one.'
I cant get this characters robes to look right, and Im not sure why.

6
Pixel Art / Re: [WIP] Walking Animation Help
« on: January 03, 2011, 10:37:41 pm »
I think you are right on the headbob, but the two things that are really bugging me are the fact that his feet never leave the ground, and his back knee is almost stationary, other then on frame one.
This is made worse by the fact that his silhouette is a 3 frame walk, with only the leg shading reversed on 1, 2, 4, and 6.
I suspect changing frame 3 & 4, so that on one his back leg (from the camera) is infront, and on the other it is behind (him) would do a fair bit to make this less noticable, but you should also probably invest in a frame where one of his feet is off the ground so he isnt just shuffling around.

7
Pixel Art / Re: Help me....
« on: January 03, 2011, 02:17:47 am »
the perspective on the hat isnt so much off, as the whole friggin hat is.
The dome on the top of the hat should be the part that is actually contacting his head, and thus should be somewhat following the contours of said head... right now for this to make any sense, his head would have to suddenly become a quarter the width it is every where else.

8
Pixel Art / Fighter/Rpg Hybrid
« on: January 03, 2011, 01:10:18 am »


These are 3 party members/playable characters for a project Im working on, this is kind of the second draft of them, as the first draft looked good but was near impossible to animate. They are kinda loosely based on a cross between suikoden sprites and Neo Geo pocket fighting game sprites, and the game will be sort of a hybrid between a jrpg and fighting game. Crits and Edits are more then welcome, and these are by no means final.

9
Pixel Art / Re: Experiment 1-bit
« on: December 04, 2010, 08:12:15 pm »
The top half reads pretty well, the bottom is just noise as far as I can tell. Id say either make it more minimalist, or put some thought into what details/body's you are trying to define.

10
Pixel Art / Re: Looking for some sprite critique...
« on: December 04, 2010, 08:10:42 pm »
If you want to do a full length rpg, but actually get something done, I would recommend going episodic. You could set it up so your saves from the last episode (or chapter or what have you) import into the next one, and that way if you get fed up with the artstyle mid-way through, you arent starting over from square one, just suddenly chapter X will look different.

As for the new animation, Im not really having problems with the leg movement, but Im confused as to what is going on with the arms, it kinda looks like she is just flailing them around. It might be that when she is fully blocked in and there is some perspective being created by the size of them it suddenly makes sense, but Im not really getting a read right now.

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