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Messages - Peltast
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Pixel Art / Re: [CC] Sprites for RPG/adventure game
« on: August 30, 2018, 01:06:52 am »
Hey, thanks for the kind words!!  :D  Yep, this thread has been very helpful.

The horizontal movement was my own addition, so no contradictions there.  I'll be sure to see what it looks like in the game and watch for that jarring effect - it'll be easy to remove the horizontal movement if that's the case.

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Pixel Art / Re: [CC] Sprites for RPG/adventure game
« on: August 28, 2018, 07:34:06 pm »
Alrighty, adjusted forward/left/right cycles and added the fourth.



I tried to add a bit of torso rotation to the forward cycle, and tweaked the animation on the hair for all others to try and make it a bit more lively and react to body movement.  I walked back some of the added width of the hair on the side-view - the cut is supposed to be very short in the back going down to the neck, so I think it makes sense for the hair to join the head's outline there.

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Pixel Art / Re: BEEFY WALK CYCLE
« on: August 18, 2018, 09:57:07 pm »
I second Pistachio's sentiment - a lot of movement can be conveyed in limited frames.  Adding more certainly can help (when used appropriately), but you can still represent very wide motion without them.  The brain will stitch together the missing pieces on its own.

I'm not able to make an edit right now unfortunately...but here are some (probably overused) examples of really successful low-frame animations:
- 3 frames, with one being used twice as a sort of "centered" frame
- 2 frames!

I don't have too much experience in animation, but I personally find it best to stick to a few keyframes first anyway.  When those look good, I add more and more until it has the amount of fluidity I want.  But if the keyframes don't convey motion well, additional frames will only make it more messy and difficult to work with.

In terms of concrete advise, and in hopes of not repeating what others have said, I think there needs to be more horizontal movement with the arms and legs.  When we walk, our legs cross, but it currently looks like he's just picking them straight up and down.  Even if it's a front-view of his walking (though he seems to be aimed to the left a bit?), I would expect that the receding leg moves far behind him - currently it stops just below him.  And with a swagger, his arms and shoulders could really lean into each stride, going up to or past his belly.  Right now they just go back and forth in a straight line.

It might be helpful to check for old games with front-view walk animations and see what their keyframes look like.  Sorry I'm not able to offer an edit but I hope this helps!  :lol:

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General Discussion / Re: A question to the pixel art veterans!
« on: August 16, 2018, 05:58:41 pm »
Either way pixel art has opened up my mind and I know that art and animation is something I really want to do for a living(turning 21 this december, hoping it's not too late for me).

I don't have experience as a professional artist so I can't add much there, but here's my general two cents: I think it's almost never "too late" to do what you want - lots of people make complete career changes much later in their life.  As an artist even if you're not making a living with your craft, you can still be learning and improving, making the transition easier, not harder, over time.  So, make sure you pace yourself.  Life is a marathon - don't burn yourself out thinking that you're running out of time.

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Pixel Art / Re: landscape illustration
« on: August 15, 2018, 09:54:48 pm »
I like it!  I'm not really good enough to offer improvements, but if you feel that it's bland, perhaps you could add another light-source, like an old fashion lamp?

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Pixel Art / Re: [CC] Sprites for RPG/adventure game
« on: August 15, 2018, 09:13:05 pm »
Thanks for feedback guys!
Hey Peltast, I'm a newb at pixel art, but I just gotta say, the fluidity in that character animation is amazing.
Glad you like it - I was inspired by Cyangmou's side by side comparison of 8 frame vs 16 frame cycles.

Guy's cranium still squished IMO
Hmm, it took me a while to see it myself but the ear gave it away as it's basically touching the back of the head, which it definitely shouldn't.  Hopefully this looks better.  It makes the hair look...poofier than I was hoping for, but not sure of a way around that.


Timing of arms swinging is linear, could use ease-in/ease-out in timing (https://amford5.files.wordpress.com/2012/03/slow-in-and-out.jpg?w=497&h=388)
Morphing going on with the legs. The foot gets smaller on upstep. To an extent that is happening in the front view as well, and you may want forced perspective there but it doesn't work in side view.
Good points.   The linear arm movement gave it a stiff look.  I've tried to add easing with the arms and keep the feet consistent in size.


I also added a bit of forward torso movement after contact, not sure how I feel about it yet.  The hair animation will have to be updated to match.

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Pixel Art / Re: [CC] Sprites for RPG/adventure game
« on: August 13, 2018, 11:32:40 pm »
It's been a while, but I've moved on to a bit of animation.  I've only done more frame-light animations in the past, so this was a fun new spin on things!  :)


The main things that stick out to me: I had difficulty animating the hair, so I ended up giving it very little movement because most of what I tried just looked like it was moving independent of the body, not following its up/down movement.  But it seems like a missed opportunity not to make the hair more dynamic.  Also, the head bounce on the forward walk-cycle looks good to me, but doesn't match the movement in the side-view versions.

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Pixel Art / Re: [CC] Sprites for RPG/adventure game
« on: July 19, 2018, 11:37:26 pm »
Thanks for the feedback guys!

Quote
-lower top of skull be about a pixel
-remember that hair tends to add about a pixel to two pixels extra due to how fluffy it can be
Yup, as soon as I shortened their skull it looked a lot better and less cone-head-ish.  It looks like I don't have to change the hair to match though, due to fluffiness.

Quote
try to sketch out where the hair comes from before starting on the overall shape
Good advice!  I was trying to keep an idea of where the crown was, but I never really started there with the sketching and did jump ahead to blocking out the shapes.  I'll give that a try in the future but haven't had the time yet for this edit.

Quote
For the side views maybe move the skull back about 1 pixel. It will help give it that round skull kind of shape.
Hmm, do you mean widening the skull back, or moving the whole thing?  I tried both but it looked weird to me in both cases.  In the former case, it does make the head rounder but I'm used to heads being a bit more elliptical I guess?  :-\

Quote
Maybe add more hair near the top half of the back of the head as well.
This looked a lot better, as the lack of hair on the back made the head look kind of caved in.

Here's my edits so far, it's nothing major as I could still experiment more with the feedback but I think it's still an improvement.

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Pixel Art / [CC] Sprites for RPG/adventure game
« on: July 14, 2018, 05:53:06 pm »
Hi all!  Workin' on another "walk-around-and-talk-to-stuff" game.  I don't have much to look at as of yet, but wanted to pause for a bit before I move on to animating this character.  Feedback of any variety is welcome!

Template (colored more to delineate shapes than have consistent lighting):


Player character:


Thoughts:
- the back-facing sprite seems weird and off-balance to me despite being the same pose but mirrored
- idk how hair works
- the shirt has an opened collar - not sure how well that reads
- previously my sprites have been a bit too reminiscent of other games earthbound; not sure how much I can do in this general style/resolution but I'm trying to make my sprites stand apart a bit more.

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General Discussion / Re: Uploading images without AA/blur
« on: July 12, 2018, 12:01:05 am »
I was going to say that it looks the same to me in Chrome/Firefox/IE...but when I switched to another computer it seemed to be fine - so it is on my end after all.  There must be something about my laptop's display that's throwing it off (which is weird because everyone else's images looks fine on my laptop), but as long as it looks fine for everyone else that's all that really matters.  Thanks!

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