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Messages - Zolthorg
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General Discussion / Re: Official Off-Topic Thread
« on: August 27, 2007, 12:18:25 am »
can you uh spot the not O_o
It's terrible, Frank! My father died the same way... (From crappy game-porting ideas, that is)

I mean, seriously, how could that not upset the balance? Have a team of 5 Gafgarions at the beginning of chapter 2?

you can be level 99 before chapter 2, the game is not balanced
it jumps between way too easy
and stupidly hard
based on certain qualities of the engine

i was rather referring to how out of style the sprite was, it sticks out like a sore thumb, a sore thumb with a very flat head.
the onion knight fits relatively well, if it's not a bit bright.

General Discussion / Re: Official Off-Topic Thread
« on: August 26, 2007, 06:00:11 am »

anyone seen this?
can you uh spot the not O_o

General Discussion / Re: Official Off-Topic Thread
« on: August 13, 2007, 07:26:44 am »
'poemon trainter'!!
think we'll see 'ridlet' xion?

General Discussion / Re: Official Off-Topic Thread
« on: July 27, 2007, 03:25:28 pm »
Quote from: Maxim2735
Rate these paintings my 12 year old sister did
She's 13 now, but 12 when she did them.

rofl anime

does anyone recognize any of the first 3?
if this girl is really painting like that, and then drawing things like the second two, someone really needs to stop her before she ruins her talent.

Pixel Art / Re: Sidecrollin' excessively tiled fun fest 2007
« on: July 25, 2007, 08:16:23 pm »

here's yours and robotriot's tiled together

i'm not seeing it either unfortunately,
perhaps he uploaded the wrong image?

Pixel Art / Re: [wip] 32*32 Character Sprite
« on: July 22, 2007, 04:10:15 pm »
In the future it would be a good idea to state your references,

There is a reason this walkcycle works well enough while yours does not

Because of the small size, less frames are required to create non jerky movement. Try using 6 or 8.

Leg size
Even at this small size, pixel has shortened the legs on the second jumping pose to keep with perspective

Arm consistency
One of your arms has a hand that is 2x2 pixels big

For a character sprite this size, quote is probably not your best reference, using him will not nescisarily create a sprite reminiscent of cave story, as few players ever look into the frames of animation as i have such.
I suggest you decide wether you are aiming for a walk cycle or a run cycle
Choose good keyframes and tween frames
and ensure you have the movement required for a character this size

Here's a quick running reference i dug up
Runcycle, (nudity)

There's a couple resources in the Tools, Resources and Linkage thread for walk cycles

Pixel Art / Re: Chess pieces.
« on: July 20, 2007, 02:03:00 am »
i like these, they're all consistent, interesting designs.
just a few nitpicks
should the light hitting the center prong on the rooks end before hitting the crown shape?
king's and queen's crowns seem flat, maybe you should darken up the right side
have you considered a final specular color to enhance volume?

things i'd like to know
are you coding this or using a prebuilt engine, or have you got some assitance
how detailed are the board tiles going to be
do you have the option to change the names of the sides? 'white' and 'black' don't seem to fit with the neato bronze and blue

General Discussion / Re: Official Off-Topic Thread
« on: July 19, 2007, 03:05:31 pm »

lol gamespotfaqs.
they threw quality out the window a loooooooooong time ago

Pixel Art / Re: Indie game dev project <- starting with the peoples
« on: July 17, 2007, 09:20:04 pm »

It looks more like a run now but something still seems off.
thanks for the runcycle picture tocky and to all of you who mentioned the shoulder, which i changed slightly; though i think it needs more tweaking

Pixel Art / Re: Indie game dev project <- starting with the peoples
« on: July 17, 2007, 07:23:12 am »
The book idea has gone out the window for design purposes
but i managed to make some progress
appologies for the garish filmstrip, i promise i'll fill it out

i felt like i was ready to begin tacking the animation, barring the correction of a few quirks i hope your fresh eyes can spot.



unfortunately it's more of a slide than a run, any advice on how to inject a more speed into the animation?

(it turns out the ear/eye problem was a misinterpretation of the height of the features from the 'top' of the skull

details will come in my next update, i promise  :D

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