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Messages - Olothontor
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Pixel Art / Re: [C+C] Another Animation Help Thread
« on: September 15, 2016, 05:18:15 am »
Thanks for the input, Rosier. I added a little more contrast to things here and there, and darkened/hue shifted the shadows on the skin tones and the left fellow's armor a bit. I suppose it's worth mentioning that the final product will probably be 3x resolution, so keep that in mind when viewing.

Also trying out some different things for the designs, other stances and such. Let me know your thoughts!

I'll be back to animating tomorrow, though I worry that having the arm only spend 1 frame crossing the chest will make it seem... I dunno. Something about that doesn't look right when I see it in my mind's eye. I'll give it a shot, though!

Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 13, 2016, 11:00:40 pm »
Yeah, it still doesn't feel very organic. Any time I need some tiles, I always look to Warcraft II for inspiration. The sheet there's not organized in a way that immediately makes sense, but try a quick mockup with them and you'll see how it works.

Beyond that, I'm not a huge fan of the dirt. Next to the grass, which is full of texture, the dirt just feels very bland. Try giving it a little texture--doesn't have to be a lot, just something subtle to help it get along with the grass. Also, I've found stones and such (see: the Warcraft tiles) help a lot. I think you were on the right track with the flowers, though I think that orange was a little too blaring. Try a yellow or a pink, maybe?

Pixel Art / Re: [C+C] Another Idle Animation Help Thread
« on: September 13, 2016, 03:54:15 am »
Yeah! I'm thinking the sword will help make a great emote. Maybe he can plant it in the ground and use some of those big jumping frames from the first draft to have a hearty chuckle. I might try my hand at that.

Right now I'm digging into a run animation (which seems to be the point of contention with everyone's first animation attempts). So you'll be seeing that tomorrow.

EDIT: Here we go. His left hand is in position to hold the sword, though it's not there currently, and I tried to portray the other arm swinging more to compensate for the shifting weight. Right now it doesn't feel very... heavy? And I think maybe it should, considering the size of the blade he's lugging around. There are also some scale issues compared to the original sprite, he needs to be a little rounder and wider in the chest to match what I had before. Still, it's progress!

EDIT EDIT: Starting in on some designs and colors.

Pixel Art / Re: [C+C] Another Idle Animation Help Thread
« on: September 13, 2016, 01:05:19 am »
Thanks, MysteryMeat. You were definitely right about it being exaggerated. I kinda liked it, it felt characterful, but it didn't feel right at the original pace (see: hyperventilation) and trying to space it out made it feel really dead and lacking. I think this is a good compromise.

I also fixed his foot, thought not the same way you did.

Pixel Art / Re: [C+C] Another Idle Animation Help Thread
« on: September 12, 2016, 03:44:19 pm »
So more like this?

EDIT: added the sword in on a separate layer for ease of editing later. Also separated out the breaths so he's not hyperventilating.

EDIT EDIT: I actually think I like the hyperventilating version better. Thoughts?

Pixel Art / [C+C] Another Animation Help Thread
« on: September 12, 2016, 01:59:08 pm »
Hey there! I've been on-and-off doing pixel art for years now (with no great success, just as a hobby). Starting to mess around with Gamemaker thanks to the recent Humble Bundle, and I'm interested in setting up a really simple platformer to get the hang of the mechanics.

I have the very basic core mechanics set up--jumping, collisions, etc, so now I want to implement some animations and start bringing the game to life a little bit (and learn how to deal with images in the code at the same time).

So here's one of the characters I have planned. Big, proud, generally angry fighter-type named Avalanche. I've got his chest rising and falling dramatically (sword excluded for now just to get the motion of the body down), but I can't figure out what his legs should be doing. It obviously looks strange with them just staying perfectly still like that. Any recommendations?



Unpaid Work / Re: [RevShare] Bardic Wyrm Games - 2D Sci-Fi/Fantasy MOBA
« on: August 30, 2016, 05:23:45 pm »
We are still seeking interested individuals for this project. Feel free to shoot me a message, even if you're just curious!

Unpaid Work / [RevShare] Bardic Wyrm Games - 2D Sci-Fi/Fantasy MOBA
« on: August 13, 2016, 05:34:56 am »
Hello! We are Bardic Wyrm Games, a startup that's looking to meet some new talent and help bring our work to life. The project I'm most excited for is a sci-fi/fantasy 2D MOBA with deep roots in a flavorful and interesting setting of our own creation. The focus of this project is not only to create a new game, but also to shake up some of the stale concepts present in the MOBA genre.

Our current team consists of:
  • Myself (Olothontor), primary game designer, co-writer, co-artist, and visionary director
  • RecycleBin, resident economy major and 'mathemagician,' co-designer and number cruncher
  • Meerkat, primary setting writer, CSS and site management
  • DigiBot, C#/Unity developer
  • Brett, resident art consultant, w/small shifting team of freelance artists

We're finishing up the design document and getting things ready to start rolling for testing, which is why we need you! We're starting from the ground up--we'll need environments, characters, UI, the whole works. We will understand if you have other life obligations; most of our team members have full time jobs in addition to their work here.

If you're interested, feel free to add me on Skype (Olothontor, please mention you're responding to this thread or I'm not likely to accept your request), PM me here on the forums, or email me at

Have a wonderful day, and I hope to hear from you!

Pixel Art / Re: Melting
« on: May 08, 2015, 06:30:08 pm »
Good point! Fixed. It's coming along!

Pixel Art / Re: Melting
« on: May 08, 2015, 05:01:33 pm »
thats what id try, but you dont have to do that of course. if you keep what you have, id at least change one thing about the shading though, the way the specular highlight on the jewel remains exactly the same even as its pretty much entirely liquid is a bit strange to me, its like the highlight has its own mass

Dealt with the highlight weirdness and cleaned a few stray pixels. Any better, you think?

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