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Topics - QuaziGNRLnose
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1
2D & 3D / Dynamically Animated character
« on: January 12, 2012, 05:26:51 pm »
Well im currently working on a game, and instead of animating the pixelled character through conventional means, i use a hybrid of segmented pieces with individual states, and choose appropriate frames based on the momentum changes in the characters movement by simulating small pendulums for masses like arms etc.

seeing as this isn't pixel work in the conventional sense, i guess its appropriate to upload progress here, and crits would be nice too.



heres a screen cap of some motion.

Idle:


Arm:


Jumping:


Running:


Grappling:


as you can see, the hair, grapple arm, forward arm, etc, tend to be missing in most animations, the game chooses how to combine stuff so it looks like your appropriately shifting your weight when you move around!

C&C appreciated!


2
General Discussion / ROTSPRITE, useful tool
« on: June 18, 2010, 08:11:02 pm »
well i do pixel animations sometimes, and nothing is more annoying than dirty rotation tools, when your using rotation to speed things up, either its puts AA everywhere, that you dont want, or it just messing everything up, even if it doesn't add new colours. i was on Wikipedia and i found this when looking at sprite scaling algorithms.



heres a picture of the rotation in action, the first image, non rotated, the second, badly rotated, the third, with rotsprite
as you can see it does a beautiful job, adds no new colours, and im sure some animators who make use of rotation would love it, since it barely needs clean up work.

Quote
RotSprite is a scaling and rotation algorithm for sprites developed by Xenowhirl. It produces far fewer artifacts than nearest-neighbor rotation algorithms, and does not interpolate or anti-alias, so it does not introduce new colors into the image.[6]
The algorithm first scales the image to 8 times its original size with a modified Scale2x algorithm which treats similar (rather than identical) pixels as matches. It then calculates what rotation offset to use by favoring sampled points which are not boundary pixels. Next, the rotated image is created with a nearest-neighbor scaling and rotation algorithm that simultaneously shrinks the big image back to its original size and rotates the image. Finally, overlooked single-pixel details are restored if the corresponding pixel in the source image is different and the destination pixel has three identical neighbors.[7]

an excerpt from wikipedia ^

http://info.sonicretro.org/RotSprite

3
Pixel Art / Asian mole man monk?
« on: November 15, 2009, 06:21:43 pm »
well this is very wip, it started off as just me playing with the diagonal brushes in paint now knowing what i was doing, then i started using another color and so the character is currently only 2 colors  :P.

once i completed him i quickly whipped out a rough bg. My question is, are there any major anatomical problems/ weird things going on with anything on the character so i can fix them before i start rendering, and is there anyway/anything you think i could improve the composition and bg elements with?

thanks in advance for the C&C



and yea the pagoda and mole man weren't clipped in, i just drew around them because the bg colors would've messed the edges up.

4
Pixel Art / BG tiles for a Game (Giant robot included :P)
« on: September 29, 2009, 11:40:30 pm »

this is a screenshot from my game. as you can probably see, most of the BG gfx and the floor tiles arent really up to par with the character art.
im having a very hard time finding a suitable pallete and style for some of them, and i was hoping some of the pros here could maybe give me some pointers and maybe even some edits.
im probably gonna redo them from scratch so if you have any ideas on what you think they should look like feel free to whip up a sketch and if i like it ill probably make mine look like that too.

i have no clear direction with the palette yet, so you could even suggest background palletes or use a completely new one as long as it matches.
anyways what im really asking for is someone to tell me how i should go about making these tiles, as i have no clue what would fit the look and style of my current finalized art (robot, and dark BG (allthough giving pallete edits that might look nicer than navy blue would be cool too))
oh yea heres an image of that robot in PA form, hes made of multiple rotating parts in the game engine, but i just quickly attached a few here, for your pleasure :crazy:

5
Pixel Art / Run awai! (game sprites)
« on: March 15, 2009, 03:33:57 pm »
Im currently working on a game where you well... run away. ive made a few animations of the main character but thats about it, i have a walking anim, and and a idle anim, plus some single frames for jumping slash falling. i need to make a sliding anim (megaman ish, or mario64 stomach slide, i havnt decided yet.) and a dashing anim. then i need to work on the guy who chases you around.

heres what i have so far (it uses arnes 16 colour pallette)

all anims:


walk anim:


Idle anim: its a bit too fast in this gif

6
Pixel Art / Megalith mario!
« on: February 21, 2009, 12:12:32 am »
well, my idea for this piece was to have a huge 8bit mario but 3d looking, with some crazy ass perspective (because hes s0o huge of course!) and tiny looking goombas trying to pull him down with ropes.

setting up the perspective was hell, i used 3 points made a big box and slowly filled in a 12x16 grid in that box, then coloured in mario, removed unused grid squares and added the needed faces. then i raytraced the shadow in by hand (using a perspective drawing technique i figured out) which took forever  for a not so good result. i shoulda picked a more interesting angle.

im not too far along, but i have put a good 2 hours into it. i need you guys' help for the colours, since i know that what im using is wayy too washed out, and im unsure if i should go with a sunset type look or the current super mario world look. i want the viewer to feel the atmosphere of the piece, but im unsure of how i should accomplish this, thats why the colours seem a bit too light.

i need some of you pros to give me some crazy colour edits becuase i want to find a good look before diving into the detailing level.

heres the piece so far.






7
Pixel Art / Rocket Burst gfx dump
« on: January 10, 2009, 02:32:35 pm »
well, i havnt posted here in forever and id like to get some crits on pieces i created for the game im making.
he needs to be animated since hes the main character, not sure how i could do this without his movment looking like its too much (since hes only 30x30)



id also like some crits on how i could make him a bit nicer, heres the wip sheet.

the ones at the bottom and the one with a rocket trail under his feet are the best ones so far imo (theyre all the same) anyways is there a way could possibly make him look better? C&C plz

(Its supposed to be viewed at 2x btw)


8
Pixel Art / MASSIVE ALIEN PINCER INSECT BOSS [WIP]
« on: July 24, 2008, 09:31:22 pm »
Well i started this originally on pixel joint but it died out and was getting too long, erm 2000+ views 91 comments. so anyways i decided to post it here, its is my first real pixel piece ever and ill post its many stages all at once, AND YES I KNOW IT STARTS OFF EXTREMELY SHITTY BUT PLZ LOOK AT ALL THE PICTURES the final ones are really nice






WAY TOO MANY COLOURS AND BAD PALLETE AT THAT


and my fav, it looks like C64 colours abit IMO but is still very WIP PLEASE C&C its what i need most



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