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Topics - Lukkas
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Pixel Art / [NEW]Help with perspective and general critique
« on: December 31, 2010, 09:24:30 am »
I have this so far, for my male walking animations. This is the template that will be used for male characters walking in a game I'm developing with friends. The game is a traditional J-RPG type thing, and should use the perspective typical of that genre. I'm not sure what the word is for that perspective, but think any SNES RPG, like the Final Fantasy or Secret of Mana series.

I designed these walking animations with that perspective in mind, but I had a lot of trouble figuring out walking animation, and I used a lot of references that were probably meant for side-scrollers. (You may notice a lot of the frames in the side animation are actually inspired heavily by Ptoing's awesome tutorial) I worry I may have tainted my perspective, and if you believe I have, could you please recommend how I could make these animations better fit my desired perspective?

I'm also open to general critique such as animation quirks that should be corrected, shading errors, and palette choice.

I realise this animation probably looks a bit soulless or generic, but this is somewhat intentional - it's a blank template, and individual characters that have any sort of personality will probably have a modified stride derived from this sterile template. Also, for the sake of shading critique, the desired light source is supposed to be top-down, straight down.

Thank you in advance for your input. :)

Pixel Art / C&C on a walking animation template please? (Now with running!)
« on: September 27, 2010, 07:00:46 am »
I'm doing all of the graphical work for a 2D RPG, and I've been putting together a walking animation template. Characters are roughly 32x42, and I'm using a 6 frame animation for each direction. (recoil, pass, high-point, recoil, pass, high-point)

This animation will be the basis of every character I make (though of course, some characters will have a somewhat modified stride), thus any flaws in this template will be inherent in virtually every character I make for the game, so it's very important to me that I get it right.

Any suggestions are very much welcome!

(Don't mind the green bouncing pixels in the south-walk cycle. It's just a reference for me.)

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