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Messages - Travisty
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Pixel Art / Re: Need help with running and lunge animations.
« on: January 16, 2015, 11:33:02 pm »
Ohhh, right. The arrows are the black sheep of the game. I didn't scale them up early on due to a desire to give the player a little more room to play with the arrow (going between things and whatnot) but I don't think that that needs to stay. I'll scale it as well and see how it goes.

1. It's too big now. But I think this can be EASILY solved by simply reducing the wood length.
2. Due to the arrows curving this does make the pixels become odd fairly quickly. However, it seems to me that the only area really being "warped" is the wood (which isn't a big deal compared to the head or tail of the arrow).
3. The bushes are on the backburner but are on my radar as I can tell that they're pretty jagged.

It was indeed a simple fix. I appreciate that it was suggested as I'd grown used to it and forgot that it was out of line in the first place.

Pixel Art / Re: Need help with running and lunge animations.
« on: January 16, 2015, 07:54:18 pm »
Out of curiosity what do you mean by mixed resolutions? I doubt that it's purely in regard to things literally having a different width by height.

Oh, right. And if it's about the sword/shield perspective that's because I haven't worked on that at all. So it's just a flat (no tilt) perspective at the moment with them.

Triple edit: Upgrading GraphicsGale would be something that I'd do but the gif functionality isn't important to me. This is the first time I've ever had to turn anything into a gif.

Working on the lunge animation at the moment and will hopefully be able to complete it without being kidnapped-and I kid you not I was just informed that I have plans today that I didn't know about. Either way I'll get this done as soon as I can. Working on it now.

Pixel Art / Need help with running and lunge animations.
« on: January 16, 2015, 06:07:15 am »
I've looked into a fair amount of animation resources (spending nearly a month on it before posting here in an attempt to resolve my current problem) but can't seem to get this right.

This is my downward walk:

If anyone knows a better way to get gif images here I'd like to know. I use Graphicsgale but know how to export to Photoshop in order to make them into Gifs.

I'm unable to give him a running animation for some reason. It always comes off as too flexible or weird. I'm looking to also create a Wind Waker style lunge (where Link leaps in the air at an enemy) but the same problem occurs. These guys have weapons and hold a traditional shield but for efficiency I've kept them separate from the soldier sprites, opting instead to simply overlay them atop the animation.
Here's a screenshot of them with equipment:

Edit: I forgot to mention this but I must not have saved my failed attempts. I'm going to work on an animation for both so that I can provide some sort of "jumping off point" for guidance. That'll be tomorrow though as it's already 10pm.

Pixel Art / Re: :) Just joined, would love some help!
« on: May 15, 2014, 05:05:35 pm »
Thanks for all the feedback!

I'm going to create a Panda-like creature and go from there. I'm going to keep my sprites within the confines of 64x88; I'm planning on making this a console game; at the very least a game that looks good on a 40"+ screen, and I need the characters to be big enough to be hit by skillshots and whatnot without a millimeter being the difference between hitting them or not. I suppose I could simply work in this resolution and work with "big" pixels to give it that low-res look.

Pixel Art / Re: :) Just joined, would love some help!
« on: May 15, 2014, 06:37:45 am »
For one that's obviously Cyndaquil, like in a legally questionable way, so you really shouldn't go with that design if you don't want to get called out by everyone and possibly C&D'd by Nintendo. Sorry to be so frank.

Secondly that's a really big sprite, so animating it will be a nightmare. Pixel art is best looking and most practical when its relatively small, like a quarter of that size. If you want them to be that big though you should look into other media, either vectors or straight illustration.
Was hoping I'd be able to avoid legal action by adjusting it, but yeah, you're right, I'll have to alter the design rather heavily. Other than that, how would you suggest I go about it, then? I don't want my game to look like Risk of Rain (I don't like how "small" it looks and how much everything is spaced and stuff) but I do really want to use pixel art as a medium for this project, as I'm loving it.

Pixel Art / :) Just joined, would love some help!
« on: May 15, 2014, 05:58:51 am »

Don't want to animate him before I know for certain things are correct. I want to make a game with League's camera angle (which I've simply decided is close enough to 3/4ths perspective so I'm just going with 3/4ths perspective).

I'm certain that the lighting is off, and I'm thinking that the markings on his arm aren't properly shaded (but I can fix that pretty easily), and he's more or less posing at the moment as this render is a (heavy) modification of a work someone else did. (Not planning on using this as a frame in any of my animations, but will be going with this design, still; I think any feedback for this frame will help me as an artist nonetheless)


He's going to be a fire-based fighter, dealing powerful blows while setting the world ablaze. :)

Pixel Art / Re: [WIP][C+C] Dog Portrait
« on: May 09, 2014, 10:14:09 pm »
Just joined because of you (and a hearty recommendation by one of the two people who created Risk of Rain).

It honestly looks really good to me. I don't know what's art style and what's just rough, so I'll point out what I see. Right now, your work is giving me a "Hearty and powerful wolf-like dog who's definitely of a wiser and non-youthful state" vibe. He definitely seems like the type that would protect whomever's the target of his current emote (the word I'm looking for is giving me a 404).

The fur doesn't appear plastic to me, but (and I'm sure this is what he was getting at) it does appear somewhat grizzled/"clumpy"/grouped in clusters similar to that of one with dreadlocks (that same idea, I mean). That's fine if you're going for the rustic/rural/man with his dog in the mountains look, but if that's not what you're going for definitely split up the hairs and give them far more varying lengths. The more variation and light difference, the more youthful and well-kept the dog will look, so balance it as you see fit. I actually like the tongue, to be honest. But it's the same as I said above, if you're looking for something more youthful and excited, it needs to extend further downward, potentially grow more sloppy, and right now it feels like it's a bit on the thin side (indicating the dog may need water or something). It all fits thematically in that sense, but if that wasn't your intent, definitely do some of the above. And if you're going to make the tongue like that, be sure to add highlights, as otherwise it does appear to be rather dry, whereas most dogs are choking on spit because it's everywhere in there.

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