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Topics - .TakaM
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General Discussion / Casual Pixel Art Encounters
« on: June 27, 2011, 01:36:16 am »
In this age of care free one night stands and fast food, a place is needed where we can post some pixel art for a few quick crits without the hassle of managing a thread and providing all relevant information.

This is that thread, it's basically the same as the OT Art thread except it's for pixel art. Maybe you just want to share something you made, to make sure it looks alright to other people, it's not a huge piece you've been committed to for a while, or maybe it just doesn't quite deserve it's own thread.
A good general rule of thumb for this thread would be to not post more than one or two pictures per post

I'll kick off this thread by breaking that very rule with what I've been working on and also sorta took over the OT discussion thread:
(original version)
(ptoing's edit) //typofix! don't misspell my name!!!
(pistachio's edit)

So yeah, if anyone wants to offer some criticism go ahead, or if you'd like to post something of your own don't let me stop you.

Again, to summarize this threads purpose;
This is a low commitment megathread where you can just offer up work or advice and discussions will naturally take shape, don't worry about posting something different in the middle of another discussion.

Pixel Art / Yep, Sword Slashing.
« on: December 07, 2008, 01:43:47 pm »
As some of you are aware, Twinsen's scrapped and I'm starting a new game.
I've got a little bit more experience through twinsen, and it's a lot more interesting this time around.

Anywho, I still feel I don't have a good grasp on weight in animation, and I've been getting some mixed feedback on the new sword slash animation, so I'll just go ahead and throw it up for c+c:

I'd like to keep each slash below 10 frames (real time) for the sake of responsiveness

Pixel Art / Twinsen Pushing
« on: August 27, 2008, 11:14:55 am »

I want him to sorta push like a child, pushing all his weight up against whatever object, but I just can't seem to get it looking good
And no idea whether I should tilt the head or not

Any help greatly appreciated

Pixel Art / Twinsen Graphics
« on: July 26, 2007, 08:42:31 am »
It's an understatement to say that Twinsen has simple graphics, other than that, they're severely out of proportion.
I have had an overhaul planned for a while, and it's time to kick off.
First, the current tiles:

Coherent? yeah I guess, but boring.

my first attempt at a revamp for the cliffs and grass was pretty bad

admittedly I haven't done any tiles for a while, starting a new style is always a bit tough, but re-making a set with a similar but new style in mind is tougher.

my second attempt, I thought I'd go for a corrugated cardboard look, kinda like Yoshi's Story/Island:

Really doesn't fit in, I think if I had redone the background layers it'd look better, but I don't like it enough to do that.

And tonight, I went back to something similar to my first attempt:

simplified more, I think it will look great once I've got the rest of the tiles and parallax layers edited accordingly.
But I'm still not sure what to do with the grass, I don't like the current grass, too droopy and uniform, but I've got the feeling this 'hedge top' grass I'm using now is a bit too strange.
what do you guys think? Any feedback or suggestions would be greatly appreciated

Pixel Art / Zoe
« on: June 18, 2007, 02:07:33 am »

Bare with her fading to white, the gif was made to be displayed against a white bg :P
I'm kinda drawing a blank here, Zoe is only used in the opening cutscene for Twinsen, but people have said she doesn't look all that feminine.
I think she looks pretty good when she stops, but it looks like she kinda transforms a bit, like her waist gets smaller, breasts appear etc..
and they've said her eyebrows are too thick, I thought they were quite obviously her eyelashes, and that it wasn't even an issue

any edits or advice greatly appreciated

General Discussion / Forcing AA out of engines
« on: February 22, 2007, 10:31:56 am »
hard to come up with a suitable topic name..

I'll just get into it, in my Twinsen game Im considering having the background's sky be spherical in real time, so when you jump up and down, move to the left/right you see the clouds and sky get warped on the sphere.

obviously, for Twinsen's current sky background:

when the engine warps it to a sphere, its made jagged, pixelated and the 1 pixel lines will be invisible at some points
the solution is to 2x the sky, and apply AA like so:

then, when you put it in the game, have the code shrink it to 50% so it looks exactly the same as the original.
except that when you warp it, it automatically AA's itself, because even though you don't see the 50% shades, they're just in between the displayed pixels, so when you shrink a certain part another 50% it goes to select the pixels halfway between the pixels displayed

kinda a mess to explain

here is the before and after, the before showcasing how it would look to just skew the original, un-aa'd sky:

jagged, and clearly not AA'd
and the after, showcasing how it looks when you skew the larger version with the AA:

smooth, and aa'd

just keep in mind this would be a much better example if I could spherize these without photoshop blurring them, and if you could see it move around in real time.

Just think back to old mode7 racers:
How if you lined up perfectly adjacent with the pixels of the track image, lines parallel to the horizon would flash and flicker as you moved until they got close enough that they could be consistently displayed without the pixel's you didn't see a frame earlier taking their place.
again, its a bit of a mess to explain, but I'm sure most of you understand what I'm talking about

Yeah. Ive just always thought its interesting how pixel art can be skewed, shrunk, and rotated nicely in a controlled environment, but so very few games ever made use of such technique


this is probably a better example:

Pixel Art / Twinsen jump anim
« on: January 10, 2007, 08:55:24 am »
firstly, heres how the sprite works:

which is whats currently being used in the game. I've never felt happy using it, and Ive improved it a little every so often from the original which was so damn subtle it could've been used as an idle anim.

heres what I made just now:

as you can see its pretty awkward, the main cause is because the sprite style in this game is flat shaded with some inconsistent outline rules that I haven't got around to finalizing.
that said, I don't want to add any more frames, nor do I think I would need to, and they have to work under the structure shown in the sheet which can be a blessing and a curse...

k so anyways, I really need some advice, crits, edits, whatever you have.
Ive remade this jump anim so many times I just cant think of a good way


made it go up and down for a better idea of what its like in motion, I didnt do it that well tho lol

Pixel Art / Bushcut anim
« on: December 04, 2006, 09:33:31 am »
(20 frames)
(some of the aa doesn't quite work against the forums)
mm, made for my RPG tiles, I think it looks pretty neat so any crits welcome.
I think I need to clean it up a bit, then I'll start an anim for the bushes to grow back  :)

Pixel Art / weather effects
« on: November 28, 2006, 09:06:11 am »
i was having a run around in golden sun TLA the other night just looking round the villages, got to one and it had these big sun ray effects, which I thought looked pretty cool, so I decided I'd make some for my tileset, i then made some mockups and showed a few people, got mixed feedback on them. so I thought it might pay to make a topic.
firstly, heres a mockup:

no effects:

(I did have some of my clouds in that I use in too many things, but it was too much)
what do you guys think of these effects? of course they would be a paralax layer moving at a different rate compared to the playing field, I personally think they look nice, especially in motion.
and in case you cant tell, the effects are pixelled.

so, I wanna know what you guys think of these effects (or effects like these in 2d games in general)
all references and examples are very welcome.

General Discussion / Twinsen - Pilot Episode Demo
« on: November 16, 2006, 06:49:41 am »
As some of you may or may not know, Ive been working on a platformer with my coder for about the last two months, we're very happy with how everything has progressed and the time has come for the first public demo.

but first, why is it called the 'Pilot Episode Demo'? because this game is a TV show, and features the first level as the pilot episode, the first level may change in the final game, just how the first episode in a TV show may be remade if the show gets picked up, time will tell.  ;)

so, let me get on with it.
here are some screens:

what does the demo feature? play it yourself and find out! ;D
the controls are as follow:
    * f4 - toggle full screen
    * shift - run
    * z - jump
    * x - sword
    * c - magic ball
    * enter - start
    * arrow keys - move
but, if you have a controller, I highly suggest downloading joy2key and playing the game with that :y:

spend some time mastering the controls and how Twinsen moves and attacks, there are also a few secrets in the demo, if you don't figure them out after a few days, I'll tell you them :yay: :y:

Okay, heres the demo links
(windows only sorry)

crit the pixels if you wish, report an errors also please

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