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Messages - Killindarlings
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Pixel Art / Re: Looking for some feedback- A different kind of Mech
« on: September 28, 2016, 11:57:46 am »
Yes! How could I forget those amazing little tanks-

Those and the ones from Advance Wars were my favorite. Thank you for pointing them out  :y: I'll have to revisit both series again, they're a bottomless well of unconventional design.

Pixel Art / Re: Looking for some feedback- A different kind of Mech
« on: September 27, 2016, 04:34:42 pm »
It's funny you mention Nazi-Germany, there are a lot of Mechs that incorporate elements from WW1 and WW2 tanks into their design (Games like Wolfenstien and Iron Brigade, or one of my favorites, the Acid Rain series). I never considered looking at architecture, the buildings in North Korea are so fitting... I can see what you mean by the importance of angles in intimidation.

And "uncanny" is the perfect word to describe Evangelion. If I could design something half as brilliant, I'd be happy.

Pixel Art / Re: Looking for some feedback- A different kind of Mech
« on: September 27, 2016, 12:00:14 pm »
Wow, that's an amazing edit! You're right about the lighting, the contrast is so much better. And compared to yours mine do look a little silly... but those sharp angles are exactly what I was trying to avoid. Maybe it is unavoidable though? I can't seem to find any example of a mech that doesn't at least have some angle to it. I think the best option would be a blend of both rigid and fluid shapes.

This is what immediately came to mind. Evangelions mechs always seemed so unique to me- these lanky humanoid creatures that didn't move like typical mechs at all. But even these still hold those traditional shapes that scream giant fighting robot.

Okay, I think I know where I've got to go from here. Thank you so much for taking the time to respond, this was all very helpful advice!   

Pixel Art / Looking for some feedback- A different kind of Mech
« on: September 27, 2016, 12:10:38 am »
So I'm a huge fan of Mecha stuff (giant fighting robots piloted by people) and I've decided I want to start an entire series of these. Here's one I've just finished up-

Some desert type mechs. "Brawler" "Boiler" and "Skimmer"

I'm trying to create robots that don't fit the typical form. I think a lot of mechs borrow from the same designs over and over again, I wanted to create something that felt a little different. Not sure if I achieved that, but I'm happy with what I got.

If anyone has any critiques or advice moving forward I'd love to hear your ideas   :y:   


Devlogs & Projects / Re: Kickstarter thread!
« on: July 19, 2016, 02:57:04 pm »
Any Shadow of the Colossus fans out there?

It's called Prey for the Gods. They've got a Kickstarter up right now, here's the link-

Pixel Art / Re: Help with wind blowing animation- hair and clothing?
« on: July 13, 2016, 01:09:56 am »
Thanks for the link- that was very helpful. And the torso is a bit cluttered, huh? I was having a hard time trying to illustrate that Assassin's Creed type thing on her waist (It's like some kind of leather corset).

Not sure what you mean by extra colors, can you describe which ones?

Pixel Art / Help with wind blowing animation- hair and clothing?
« on: July 12, 2016, 08:37:56 pm »
Hey everyone,

It's been a while since I've posted here, mostly I've been working on my own trying to produce a style I can be happy with. Recently I've been working on animation to go along with my sprites so I wanted to try out some wind blowing type stuff with hair and clothing. This is what I came up with-

I was happy with it for a while, but now I think there's something off about the timing. The way her ponytail flips at the same time as her clothing doesn't seem natural... maybe there needs to be a delay? And the whole thing is only 6 frames. I wanted to know if that makes the animation noticeably less smooth? It's hard for me to judge. If anyone has some experience with wind type animation I would appreciate your input.

I'm also posting this to tell people about a new game currently up on Kickstarter called Prey for the Gods. If you're a fan of Shadow of the Colossus (or just challenging, atmospheric games in general) you should go check them out. The sprite I posted is fan art of the protagonist. Here's a link-

Pixel Art / Re: Walking animation too stiff?
« on: April 28, 2016, 08:10:49 pm »
Wow, so much better already

The head moving with the torso looks much more natural, thanks for that advice!   ;D

I still don't know what to do with those arms... to tell the truth, I kinda like them like that. He's a strange guy anyways. 

Pixel Art / Walking animation too stiff?
« on: April 28, 2016, 05:36:36 pm »
I've been trying to get this walking animation to look right for days now but nothing I do seems to work.

It's four frames, here

It might be that he stands in a rather strange idle pose- with his hands sort of resting against his belt (It started as a mistake but quickly grew on me). I've got his arms coming up and head bobbing down with each step, and the back leg on each step gets two pixel lengths shorter. Why does he still look stiff as a board?  :blind:

Was I doomed from the beginning for making such a strange resting pose? Or do I have too much going on and it's all working against itself?

As always, any help would be appreciated!

Pixel Art / Re: Super Chicken
« on: April 28, 2016, 05:00:40 pm »
Quick update:

I've extended the outline around the legs and I'm currently in the process of animating the cape along with the walk cycle. I'll be sure to post that when it's done  :)

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