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Messages - Rybar
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Pixel Art / [WIP] iphone game art
« on: February 27, 2011, 03:12:35 am »
working on art for an iphone game.  It's a vertical climber-type, sorta like doodle-jump.  Would like some feedback on my work so far.





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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 8/17
« on: August 18, 2010, 02:33:37 am »
Thanks for the edits guys. I took a few of them into consideration, namely the fat leg and thinning out the selout in a few places, and the incorrect shading on the back/left arm.  I like where the way his head was originally, even if the ear placement wasn't anatomically correct.  Did a 1st run on his idle anim, working on run cycle tonight.





EDIT: Avoiding the dreaded run cycle tonight, got a firing anim done though:

 


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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/11
« on: August 16, 2010, 06:49:13 pm »

Update:

I decided to scrap the whole thing because I hate it, admit that doubling the resolution was a bad idea, and start over with a completely different style of sprite:



Tear it apart guys, and thanks as always for taking the time to critique.

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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/11
« on: July 11, 2010, 05:17:21 am »
Had another go at it, from scratch this time:

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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/10
« on: July 11, 2010, 02:59:23 am »
pawige: Thanks for the critique. I think most of my trouble came from trying to "remaster" the existing art at a new resolution and  picking the worst possible frame to start from -the one with both feet in the air. I think I'm just going to start over with a new rough-in to make sure I get the forms right first.

The decision to do higher resolution sprites is final.. and I'm surprised at all the nay-saying.  It's only 80px tall.. not super unmanageably large by any means.  I have maybe a total of 5-6 hours in on this guy so far, and I'm not coming from zero animation knowledge here either. Doing this has been a learning experience to be certain, but I'm confident I'll be able to tackle this with frequent critique from all the awesome guys here.

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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/5
« on: July 10, 2010, 10:16:26 pm »
Ok, so we've decided to nearly double the size of the sprites for this game.  I've got a start on it, but now that he's bigger, something doesn't seem quite right proportion-wise.  Funny how incorrect anatomy is amplified by higher resolution.  Anyone care to give me some pointers? I think I just need another set of eyes on it.


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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/5
« on: July 08, 2010, 01:56:28 am »
@crab2selout:  Yes, your 2nd edit looks much better.  The first one looked too rubbery, too much springy action and deformation of parts that should be rigid.  Mechanical animations are supposed to look perfect; its not organic motion, so squash/stretch doesn't really apply.  That being said, I like how the motion in your edit "pops" better and is more linear instead of everything sliding into place at once like my first one.  Thanks!

EDIT: To be fair, you should keep your first one on here as well so others can see what the hell I'm talking about! :D

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Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 6/16
« on: July 05, 2010, 08:42:14 pm »
7/5 gun-run unarmed cycle complete



ErekT, that worked just fine for the most part! I added a bit of back and forth on the guns front and back end as well.. not nearly as painful as I thought. 

Let me know how I can improve this.

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Pixel Art / Re: [WIP] Run-n-gun game sprites
« on: June 17, 2010, 06:34:39 am »
Thanks zez!  Its cool to see fellow flixelers over here.  I've touched up the run cycle again; I didn't even notice all the extra pixels on his butt till you mentioned it.  It's much more consistent now, thanks. 
Also have a first draft of a pop-up turret:

     

Next up will be to do a disarmed run-cycle, where he isn't aiming, and thus much much harder due to the torso twisting, arm movement, etc.  Does anyone know where I could find some good reference for running while holding something?


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Pixel Art / Re: Run n Gun game sprite WIP
« on: June 14, 2010, 04:34:18 am »
pointy elbow plus shading.. it needs a lot of work I know. 


When you are at the point where you are finishing an animation, how do you avoid the noise/jitter that occurs from the shading not being exactly the same from one frame to the next?  The obvious answer being, make sure the shading is the same from frame to frame ofcourse, just wondering if anyone had any advice on how to go about doing that as efficiently as possible.



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