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Messages - philjones
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Pixel Art / Re: [WIP] Running Cactus
« on: September 15, 2011, 05:41:21 pm »
You're all right that I'm being far too precious with the body. This is likely partly because this is the first thing I animate in Photoshop, let alone on a Mac. I'm accustomed to working in PaintShop Pro and Animation Shop on Windows, but I haven't animated anything in... possibly years!

Anyway, thankfully all the legs are separate layers, so I can go crazy with the body!

Pixel Art / Re: [WIP] Running Cactus
« on: September 15, 2011, 07:37:00 am »
Full leg movement.

Lightened the stripes.

I'll try adding more spines.
Yeah, I'll need to make the impact with the ground more obvious. I think the bobbing motion with help with that. Otherwise, the feet will have to squash more, I guess.

To come: bobbing, arm wiggling, hair/flower waving, maybe some head movement.

Pixel Art / [WIP] Running Cactus
« on: September 14, 2011, 08:01:03 am »
So I'm making a game with a friend. It's about a cactus who runs and pops things. Here's the cactus, half-way done the running animation, but done for the night (morning). I plan to make his arms wobble with the stride, and possibly the head to a lesser extent. The flower will move too, though I'm not certain if I'm happy with it yet. I'll also add a bounce in the step, moving the body up and down.

C+C would be greatly appreciated. Thanks!

Pixel Art / Re: Paper Lake
« on: June 13, 2009, 06:42:08 pm »
@Accident: So do you prefer the first, or would you argue for something between the two?

Pixel Art / Re: Paper Lake
« on: June 13, 2009, 06:27:27 pm »
Old -> New

Was 8 frames, now 6.
While it's certainly less chunky-legged power-walking, is it more convincing as a walk cycle?

Pixel Art / Re: Paper Lake
« on: June 10, 2009, 03:51:33 pm »
Thank you all. You've made me realize that this walk is between the two cycles I want, that is, a walk and a run. So I'll make the walk far less powerful, with straighter limbs and more subtle movement.

@Gil: I do like it with that extra bounce.

@Cure: I did want a confident walk, I suppose, but this definitely is too drastic. As for the feet, it's actually three frames on the ground, three frames in the air, and two frames half on half off. It may be difficult to tell with because there's no clear indication of what is and isn't ground, but I think exaggerating it any more would make it... overly exaggerated. And yeah, chubby legs.

@Ben2theEdge: I think I'll make the arms far more passive, along with the legs, so that they're swinging more idly than they are chugging forward.

Pixel Art / Re: Paper Lake
« on: June 05, 2009, 09:23:27 pm »
And here's the first walking animation:

Pixel Art / Re: Paper Lake
« on: June 04, 2009, 02:22:23 am »
@bengoshia: I was thinking of using a grayer palette, but I too often use a rather dull palette in the first place. The game will also be using a palette swap for various times of the day, so I figured pushing for higher chroma would be good for me.

@Jad: The crotch is hidden under the shirt front and back, but it does make it look awkward, I agree. I'll lower the bum and crotch a pixel. I'll see what I can do about the hips.

Edt: I believe this addresses the issues.

Pixel Art / Paper Lake
« on: June 03, 2009, 07:16:50 pm »
I'm working on a murder mystery game using an RPG town style engine.

This is Penny, the main character.

I need to make a walking, running, and (likely multiple) "investigating" animations.

I would love some feed back on this.

Pixel Art / Re: finished: character template
« on: October 26, 2008, 03:40:49 pm »
You just excused away all the feedback given to you.  Instead of taking it in and deciding that maybe something needs changing, you said "that's the style".  If "the style" makes people think your sprites look off, perhaps there is an issue with said style.

If you're posting art to get an idea of what people think, take it into account, don't dismiss it.

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