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Messages - Pyrovisionary
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Pixel Art / Sprites help
« on: June 04, 2014, 06:25:00 pm »
So I made some placeholder sprites  :D At last. Anyway, inspired by risk of rain slightly too much. Nonetheless on my walking animations in general they need serious work and I was wondering if I could get some C+C on them.
I know I need some body movement, and the arms need some work. And probably the legs too. I'm just not quite sure how to do that.
And yes, that is a Robot Space cowboy cyclops.  :)

EDIT: This looks better, C+C please?


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Pixel Art / Re: Project artwork
« on: May 05, 2014, 05:28:33 pm »
Maybe you didn't copy his animation on purpose but you definitely took some elements subconsciously (the worst of them is rotating him for 180deg, it maybe work for his character but not for yours).
Quote
I sort of acted it out myself in front of a mirror and animated that.
Maybe you are not very good actor. ;) I agree that he should shift his torso in order to show force of impact but rotating his hips and legs is unnecessary.
This is no mere thwack. This is a full on might of all your body overhead swing. :D  Yes, I probably did subconciously take inspiration. But also, you can get so much more power into a swing by putting your full bodyweight into it following through, taking a step etc. And when I tried that, I found that it was like that. That is my reasoning, and I am being slightly defensive but that's just me.
I had to transfer it to gimp to change the contrast so it's a bit much of an effort.
That's an unnecessary hassle! Although it could be useful for early quick tests, you adjust contrast by working on your palette.

About this and shading and outlines, you should make sure to regularly test sprites against the bg for readability, before you commit to an option that might end up not working. Shaded sprites might appear very differently in context. No need to make perfect shading for this at this point.

I don't quite see hwat you mean by working on my pallette. I know what a pallette i etc, but not what you mean. Sorry.

I'll do some basic, one layer shading, and perhaps another sprite that doesn't look quite so like rosiers, maybe a smaller backhanded swing.

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Pixel Art / Re: Project artwork
« on: May 05, 2014, 03:30:34 pm »
Replies, yay! :crazy: The of shading (Or lack thereof) is inspired by Rosier's sprites, yes. The movement is bludgeoning someone over the head with a cosh/baton. But the actual animation wasn't copied in any way at all. I sort of acted it out myself infront of a mirror and animated that. The advantage of not having shading is that I can add it in once the actual animation is right, and not have to worry about it until then. I find that it makes animation simpler with a low amount of frames. So I'll add some in when the movement, etc is perfect. I will also tone down the contrast If I can find out how.

And the guy is indeed bald, so shading will help make that clear.

Thank you very much or the criticism and I'll get working on it right away! 

EDIT: I fiddled about with the contrast, and to be honest I just don't like it with different contrast. It's just personal preference but.... Also, I had to transfer it to gimp to change the contrast so it's a bit much of an effort.

EDIT:EDIT:
I think that I am done with the animation, I'd just like your thoughts on this sprite of a guy bludgeoning something, before I move on to shading. I also have a background on the way for you guys!  :)

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I am Pyrovisionary, I am from the Great British empire and I am using this forum to gain criticism for some work that I am doing for a videogame project. I love reading the other topics and seeing different artstyles and have gained some inspiration, although I haven't yet got much criticism. So I thank you Manupix for being the one person of 274 to give me any advice:  :y: 

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Pixel Art / Re: pixel mech concept: 8 frame walk cycle
« on: May 04, 2014, 06:19:52 pm »
Could hardly see the animation because of the dark sprite on a dark background, so a lighter background of even transparent one would be nice.

The body of the walker looks loosely like a tank turret and I feel myself wanting for a body on that thing. The legs I don't like, the joint doesn't seem to move, and they are far too simple in comparison to the rest of the tank (Which is very well done, if a bit lacking in shading.) So I'd like to see longer and more detailed legs with joints instead of stilt like legs. I know that it's easier but I think having the legs attached to the outside of the body instead of underneath (behind the chassis) would add to the immersion. Lastly, whilst the dithering adds some depth to the other leg, using a darker colour altogether would have looked better I think and  draw the eye less.

The animation itself is very smooth and I like it  :y:

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Pixel Art / Re: Project artwork
« on: May 03, 2014, 08:08:39 pm »
I have found the saturation slider. Contrast I'm not so sure about though.
I also did that simpler sprite, though I have no animation to show for it.




So I got some gifs done! Here they are, I am afraid they're rather small though. Nonetheless, Criticism and Comments would be much appreciated:




Edited the Animations very slightly, corrected the head bob and added some extra frames to be edited at a later date for a fuller step back to the original sprite position.
Once again, criticism would be greatly appreciated.


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Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: May 03, 2014, 07:23:46 pm »
I cannot think of much criticism, but I will say that I absolutely love the palette and style. Also, maybe those blue pixels on his feet aren't very necessary? I dunno but they just don't look right to me.

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Pixel Art / Re: Project artwork
« on: May 03, 2014, 07:10:02 pm »
Looks good already.

The white outline would be useful because of the high-contrast bg. You might want to lower that instead.
Outlines are tricky and may lead to banding.

The sprite looks like he's going to fall forward.

My main issue would be with the palette, even though it looks good on the piece. Most colors have either 0 or 100% saturation: this will lead to problems in less urban settings. Also there's too many colors in the window reflections, they almost look like soft gradients.
I am going to change to a more simplistic but, hopefully, better artstyle on the sprite so that it is easier to animate for me at the moment.
With regard to contrast and saturation, I'm not sure that I can do much about that, I am currently using a pixel art program called aseprite http://www.aseprite.org/ Does anyone have any recommendations for art programs? Seeing as Aseprite now seems pretty limited to me.

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Pixel Art / Project artwork
« on: May 03, 2014, 01:32:41 pm »
I am the artist in a two man team creating a videogame, and I feel that my art needs improvement, and seeing as it's pixel art, I thought that I'd put it up here.

I liked the idea of a white outline but may remove it if nobody else likes it.
That is the main sprite and a small scene at a small size. Yeah. Sorry about the size. Nonetheless, C&C on the design would be much appreciated. As we are still deciding on the artstyle, etc. I will be posting a number of different styles.

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