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Messages - willfaulds
Pages: 1 [2] 3 4 ... 22

11
General Discussion / Re: Animation books?
« on: May 25, 2009, 07:11:02 pm »
I'm on the other side; 'Animator's survival kit' by Richard Williams

13
Pixel Art / Re: underwater character
« on: May 21, 2009, 11:56:46 am »
boojiboy your latest rendering of your main character has some very pleasing aspects.

it looks almost like pastel/chalk (good colours in my opinion  :y:)

the main character could, i think, still do will a little more made of his visor - either brighten the whole glass part of add a highlight.

your other character looks better but perhaps the colours are little less interesting  - he feels monotone. also his eye really needs definition - i know its wip but eyes mean a lot in a character.

14
Pixel Art / Re: 1-Bit...
« on: May 20, 2009, 08:42:20 pm »

15
Pixel Art / Re: Sprites (running, jumping)
« on: May 19, 2009, 10:30:05 am »
the animation is very smooth  :y:

some nitpics though  ;D  (I haven't looked frame by frame)

his far leg the foot seems really uncomfortable when his leg is most extended.

his arms don't move as pleasingly as his legs - they just feel like they're rotating (i think altering the angle of the elbow would help alot)

when you're totally happy with the arms and legs I think you could add interest with a little belly jiggle (sub pixel probably) and maybe the same to the hair.

that leads me on to my final point. i currently read the character as wearing a roman style wreath - is that right?

16
Pixel Art / Re: 1-Bit...
« on: May 18, 2009, 05:23:27 pm »
Thanks tobe,

I think I see what you mean  - I altered the code a little to safe guard against that happening. Though I couldn't recreate it and it may have just been frames getting chopped during the video capture.

Your comment did make me alter the closing animation though - it has good impact when you miss an object but no so much when you've had something in the beam so I added a dithered first frame (see below)

So for anyone interested these are the tiles used to generate the beam

Spawning loop (12 Frames)


Transition to capture (4 Frames)


Capture loop (8 Frames)


Closing (8 Frames)


These look a little nonsensical out of context (I'll try to find time to upload a little SWF where you can just test the transitions)

Also I'm interested to know what people feel about the screen effects in the video?

17
Pixel Art / Re: 1-Bit...
« on: May 17, 2009, 03:17:29 pm »
new animation



and a short gameplay test - you can see how the beam has evolved a little here and see the animations in context.

http://www.vimeo.com/4691522

The frame rate had to be cut so some animations aren't complete.

18
Pixel Art / Re: New ref
« on: May 13, 2009, 10:10:59 am »
The way he pauses and shudders when he gets up makes it look like he shattered his knee. I know you were going for convey weight but it doesn't work atm.

19
Pixel Art / Re: Walk animation
« on: May 09, 2009, 11:01:56 am »
A little stompy but full of character (they look determined)

I love the hand movement on the women - but it doesn't match the legs - I feel the arms look a bit like shes skipping - certainly walking carefree.

But are those space suits and are they heavy? If so the stompynss is fine.

20
Pixel Art / Re: Sidescroller mockups!
« on: May 09, 2009, 10:52:28 am »
I agree with crits about the flat ramps and shading (the tree trunks and square blocks)

Here are some ideas about colour unity and a little on priority/readability (Explanation below)



Frame 1 - Yours
Frame 2 - Background Mask (Roughly colour of sky. That is usually the permeating environment colour)
Frame 3 - Set Background Mask to 'colour' blend mode and opacity 50%
Frame 4 - Lightened foreground to increase the priority/readability
Frame 5 - Reduced saturation of background to increase the priority/readability

When I refer to priority/readability it mean how easy it is to see what is background and what is not (How easy it is for the player to see platforms etc. and play the game).

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