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Messages - spektre
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Pixel Art Feature Chest / Re: [C+C please] Platform adventure WIP
« on: June 20, 2011, 07:46:35 am »
I think the desert could use some smoother dunes, the reason they look like mountains is that they are kind of jagged and thus feel hard.

Something like this:


Also, the stance looks a bit cramped, or is he just getting ready to defend or strike?  Otherwise, walking around like that would strain the arms :)

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 17, 2011, 12:08:15 pm »
Latest animation draft, ready for some C+C except for the sword:


Video is really interesteing, the shield looks alot lighter than I imagined.
Yeah, they don't really seem like those brutes you get in a lot of popular culture, the weapons and gear is very agile and designed for tactics, at least according to Hammaborg's research (which I just recently learned from youtube, I'm far from an expert).

So it looks like when ur guy is walking he is not quite really ready to block, rather it looks like he is going for a walk with no enemies in sight.
I just don't know if that would look quite right if u r going to have zombies every where or do u have other ideas?
I guess I'm interested in how the game will play, the pace of it, the frequency of combat etc to be able to give feed back on wether the sprites are appropriate.
Maybe its an intentional part of ur control scheme that he automatically blocks when standing still?
You've got a point there, I have something in mind that you have a block key, and that you move a lot slower when blocking (using a different animation of course).  But I should think stuff through properly and plan more, I kind of just go along with what comes up right now.
It could look awkward being surrounded by zombies and not blocking with the current animation. On the other hand, even though it's a bad excuse, I think several games get away with rather casual walking animations.  Then again, it would be cool to top those.
I have done like one animation before, it's posted here on the forums, so there's a lot to take in during the process. Thanks for pointing out things I don't think about!

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 14, 2011, 10:42:54 pm »
Wait- if you're going to animate it, I strongly suggest you simplify him into solid colors and then animate that.  That way you can tweak it with minimal work, and then go back and add on the details.  It's much, much easier that way.
Yes, yes I should, and I planned to do it that way (I really did), but then I was just going to add a bit of shade here and there to better see the shapes -- and then I couldn't stop.  After this one I really should continue the way you propose.

I do have the limbs, torso and head on different layers so editing isn't as hard as it would be on a flat image at least.


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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 14, 2011, 05:10:01 pm »
Touch up:


Going to move on to another frame now.

Also, a note: The walking sprite is saved with some kind of layer feature in the .gif-format through GrafX2.  If anyone is having trouble opening it, let me know.

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 14, 2011, 02:21:15 pm »
New edit:


maybe i'm just lazy but I wouldnt walk around with such a bent elbow holding a heavy sword at that angle, I would let it hang more or hold it more upright I dont know exactly.
Not lazy; energy efficient. ;D

I like how u have the overall pose at a slight angle instead of directly side on, maybe just a touch more angle if u can. I think the shield position takes away from it if u move it forward it might help.
I turned him a bit more towards us, makes sense when the back leg is put forward. I also moved the shield a distance forwards, it's probably too heavy to swing around a lote when walking.

the height of the shield makes it look like he is holding it in his hand, I'm no expert but I always imagine some strap and handle combination that u  put ur arm through for more sturdy grip, in which case the shield would be a bit higher with a straight arm and much higher with a bent arm. A shield of that style should  also be more comfortable to hold higher with bent arm than a sword would because it is the whole forearm supporting it instead of just the wrist.
Actually, here's a very good video displaying the viking round shield and the reason why there's no arm strap: http://www.youtube.com/watch?v=R8SRaa33otU&feature=related

I'd like a second oppinion on the size of shield and sword in the sprite compared to that video too.

Hey if its cold I'm thinking steamy breath would look great.
Sure, that could be neat, but it's not a priority right now.  I'll keep it in mind though.

Again, thanks for all the input.

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 13, 2011, 11:10:02 pm »
First attempt at an animation frame, looking for some C+C on the general stance, feeling etc. before I continue.



I'm updating the OP too, for better overview.

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 13, 2011, 10:06:26 pm »
looks great to me, dont forget u need to animate his idle stance at some stage.
Absolutely, he needs to be huffing and puffing and undulating away.  He can't just stand there.

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 13, 2011, 02:15:28 pm »
Final version (Yeah right):


Awesome! Sounds so cool :-)
Can't wait to see him hacking through some zombies!
Its good that you took the blue out because I'm assuming there will be alot of snow?
I can't wait either! About the snow, I don't know how much of it there will be.  Chances are he'll be spending a lot of time indoors or underground, but now that you mentioned it, it could be fun drawing some outdoor scenery.

Legs are much better. You could straighten the front shin a little to define it but it does give a good puffy fur-skin boot look as it is.
I like what you did with the back calf.
I think it would look better if back foot was firmly planted on the ground, at the moment it sort of looks like it is up on its toe but is a bit odd looking.
I went for flat foot also because of the weight of the shield.
Yup, looks better with the foot planted firmly on the ground.  I like that you get the fur-skin impression of the boots!

Here's another edit I did partly because he is fun to edit  ;D
I tried to emphasise the chest again but maybe its too much.
Also tried to make the hair highlights instead of just all bright - top of head doesn't look quite right on mine but just watch out for how your version looks against black or a dark background.
<snip>
I'm really glad you like it, means a lot.  I think it's a bit much on the chest, I don't want him to be some Californian Governor kind of guy, I think his abs are just fine.  They are working muscles, not showing muscles. :)
I have the transparency channel as black in my editor, so I feel more ready for the dark backgrounds than the light ones actually.

I think I'm going to have to stop working on this and get my ass off towards the next one.

To be continued...

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 13, 2011, 09:54:38 am »
Latest:


I saw you were Swedish in your profile ;-)
Yes, I figured.  I'm thinking of calling the game Vikings and Zombies.  Everyone knows a good game should be named "X and Y".  Also, contain zombies.  ;D

Hair looks better, I personally think you could do with that little beard highlight on the cheek in my edit just to pop the face out a bit.
Done.

Also have a look what I did with the shoulder and pectoral just to highlight a little, you try something similar but with the hair where it is you can also add a subtle shadow for the shoulder and see how that looks - its just that is kinda pillow shaded atm.
I'm not sure, but I think I know what you mean, I shaded the upper torso a bit.

Legs don't look right IMO, mainly the back leg is akward just need to drop that knee down a touch and fix the foot, but also front looks like shin is too long and top of leg is too short just a little bit.
Yeah, those darn legs. How about now?

Keep going!
I'm keen to see some more artwork and designs.
What programming language are you using to build the game?
I'm thinking of starting on some animation frames or more characters/creatures, we'll see where I go.  I'm using C++ together with SDL and OpenGL, writing mainly for GNU/Linux but trying to keep it platform independent as a part of the honing.

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Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 13, 2011, 08:49:46 am »
Latest:


I really like this guy - an ancient Swedish warrior perhaps?
I spotted him when you first posted but couldn't crit at the time.
General tone of colours is great but with the latest one you might want to watch out for how those blue tones will recede and blend into the background.
Ancient Swedish warrior sounds like it yes, I'm not sure if that geography will be consistent with the game though. ;)
I saw what you meant by the blue tones, and changed them.

I like what Joe did with the hair as a flat colour - gives it a much smoother feel than having noisy lines of pixel highlights like you have which makes him look like an old grey jamacan guy with dreads.
<snip>
Okay okay, two against one, I made my own hair edit and I have to admit it looks better. >:(

While I was at it I tried to resolve the legs which bother me a bit and touched up a few pixels around face.
<snip>
Yeah they were bothering me too, I tried to improve them in this edit.

Thanks for the input!

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