Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Omenith
Pages: [1] 2 3 ... 5

1
Commercial Critique / Re: The CC suggestion thread.
« on: June 14, 2007, 11:57:35 pm »
I would like to suggest Super Ghouls and Ghosts (Arcade) and Dungeons and Dragons: Shadow over Mystara (Arcade).



Both Capcom arcades  :-\

Sidenote: Banshee reminds me alot of Soldiers of Fortune for SNES. Is it also made by the bitmap brothers?

2
Commercial Critique / Re: CC Challenge - Dodonpachi Assembly Line
« on: June 14, 2007, 10:14:56 am »
Omenith,

Not sure if it makes any sense, still decided to let you know:



Since they are on the same surface and form another surface it's strange they have a different height. Maybe I read it wrong though.

Makes perfect sense. I'm sure theres more of that going on; I'll have a look... didn't really take the height of the sections into consideration. I just built the tank up by making large base shapes then added or trimmed pieces to get that result.

Edit: Fixed


3
Commercial Critique / Re: CC Challenge - Dodonpachi Assembly Line
« on: June 14, 2007, 01:17:02 am »
Thanks Presley,

On my way to readjusting the colors I also noticed that the lighting didn't flow right from top the bottom like the DDP sprites do also parts of the tank were too segmented.

Heres an update.


4
Commercial Critique / Re: CC Challenge - Dodonpachi Assembly Line
« on: June 12, 2007, 11:26:30 pm »
Vierbit: The design is really close. I think you should put some shadow underneath the two engines above, something like that little red/pinkish ship in the examples. Also the grey metallics in your ship have too much saturation.

Gas13: Like others have stated, theres too much AA and smoothing in your ship also the design is abit different and passive compared to the donpachi ships (more jagged, pointy, rectangles). I like how the holds together though, it has an organic feel to it which is great.

Helm: Your advanced use of colors is too much for the donpachi style. Theres also too much outlining, but as a Helm piece it is still beautiful.

Heres my shot at it. I made a tank since everyone made planes. :p

5
Pixel Art / Re: Cowboy versus Ninjas Mockup!
« on: May 20, 2007, 08:01:10 pm »
Thanks guys,

I like your edit alot, philipptr! It's abit muddy but I understand what you're trying to do there. After a second look, I realize that the coldness of my lighting isn't believable unless its snowing in the environment so I took your suggestion to warm it up. I'm still trying to keep that japan winter feel though with the characters being at the edge of an old tall bamboo forest instead of within a jungle of bamboo trees.




6
Pixel Art / Re: The Sad Zombie
« on: May 20, 2007, 09:49:51 am »
Welcome back!

First off, I want to say that this looks like a very stylized piece; sort of reminds me of an american cartoon like the simpsons or futurama. The lineart and the initial coloring is very good but I think the AA you tried here could use more tweaking. Remember when anti-aliasing you must select a color inbetween the two colors you are trying to blend together to get rid of the "jaggyness". Theres alot of in-effective shading here aswell.

Heres a quick edit for the AA tips:

I just changed one of the shades you had and quickly went over the green areas that needed adjustment.


Hope this helps.

7
Pixel Art / Cowboy versus Ninjas Mockup!
« on: May 20, 2007, 09:28:42 am »
Hey all,

Just made a mockup for more practice... Subject was chosen on a whim. Critique on palette, background/foreground interaction or anything you might find awkward. Random comments accepted! :p

Fire away, yeehaw!


8
Pixel Art / Re: Speaking of dumps and from the dead! (ZOMBIES!!!)
« on: May 19, 2007, 06:26:36 pm »
Cool beans. Just played the game for abit and all of the animations make it feel complete and polished. Though most of the animations could make use of more unique frames and redrawing in general; this is most noticable in Hero_Hit_Wanderer.gif. I understand that you were dealing with alot of work here so this technique was warranted. I agree with Cure that all of the idle, exploding and blood effects have that Robertson vibe.

 :y:

9
General Discussion / Re: Official Off-Topic Thread
« on: April 24, 2007, 07:17:38 am »
Xion, that is some awesome shit right there... You better find the trailer and post it! Couldn't find the part 3 though, the ending was cut off?

Heres something you guys might find interesting.. My friend looked it up and refered it to me. Wish they had darker chalks tho...

http://www.thebbps.com/blog/2007/04/19/final-fantasy-wall-mural/

10
Pixel Art / Re: Trenchcoat, tie, sandals and gun
« on: April 06, 2007, 08:31:38 pm »
Alright, thanks again guys. I think most of the comments were directed at the unsheathing animation so I focused my attention on that one today. I took a look at the base sprite and Fool was right about the balance so I moved his leg over a few pixels. On the way, I rethought my palette and tried to make it more versatile; blended in the highlights to make it look more natural. Also reworked abit of the coat draping down per Xion's review and tried to put more weight in that jerk frame I have.



Lemme know if I'm on the right track.


Oh.. I forgot to mention earlier that I'm working in "twos", I believe its called in classical animation texts. This comes out to 0.08 seconds per frame (1/12 frames per sec round down). Generally the principles are to work in "twos" or half of a two which is a "one" (1/24 or 0.04 rounded down). Some animators like to work in twos, ones or a combination of both (combination is recommended); usually ones for fast animations like mine which of course would solve alot of the confusion and make it smoother. But I wanted to hone my techniques toward "twos" because this is the most efficient frame per second, interms of human perception and I think this is the limit as far as most game animations go. ((MOST OF THIS INFO IS FROM "THE ANIMATOR'S SURVIVAL KIT" GO GET IT)) So in essence, I am missing alot of inbetweens in the fast areas.
         This information might be out of date but I deem it good for a general guide or else you will end up with a horrendous amount of frames and an unorganized mess of framerates. If you want to discuss this in my thread, you may. (((Surprisingly alot of professional animations are done in terms of 0.08 and 0.04 aswell [sometimes rounded up to 0.09 and 0.05].. atleast from the fighting games I've dissected.)))

Having said that, this is not my excuse; I just want you to know what I'm working with. I just want to make sure the animations are "readable", not excessively smooth. All of the critique have been great so far, thanks.


Pages: [1] 2 3 ... 5