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Messages - Hazzy
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11
Pixel Art / Re: Help with attacking animation
« on: July 12, 2011, 02:35:21 pm »
The sneaky pose is really great. I'm impressed at how you managed to get such clear definition for the legs and feet. Perhaps it is the selective outline on the feet, and heavier shading beneath his knees.
Some sort of begginers luck :) Ive just made it becouse i felt that its going to be the right way, i didnt think to much about it.

An thanks, you've all been a great help! :)
Its realy nice that i was helpfull.


Woah I really like the sense of hostility he's showing, especially in the eyes :P
Makes him look like a beast (which was my original intention in the story hehe - reason he has red eyes).

12
Pixel Art / Re: Help with attacking animation
« on: July 12, 2011, 01:01:07 pm »
- What's with the two highlights in the middle of his shirt?
You mean the highlights that are the same colour as the skin? I was just trying to make the shirt look a little ragged an torn hence revealing some skin.
Else if you mean the shirt itself, I see I need to redo the shading on that anyway.

An thanks, you've all been a great help! :)

13
Pixel Art / Re: Help with attacking animation
« on: July 12, 2011, 10:57:01 am »
Really like Koyot's animation, great as always :P.

I also know my Globbul isn't the most up to date with my spriting but that's a good job you've done with the edit.
Anyhow I'll try giving less colors a go but not quite sure about the headband, since it's a typical cliche hero thing. Not that I don't like it, I'm just trying to be more unique if you get me.

Time for another alteration. :)

Edit:
Took out some colours, what do you think now? (Yet to add the weapon because I'm repositioning it)

14
Pixel Art / Re: Help with attacking animation
« on: July 11, 2011, 07:41:01 pm »
Can't keep up with you guys...
Like the idea of a red bandana (was actually thinking of adding something similar but on the arm), makes the guy look cowboyish :p.
I can't believe Pistachio used no shading and it came out great.

I'm still playing around yet, still deciding on colors and a good excuse for whatever clothing to be where it is so that it fits in with the story.

Also thanks Koyot, that's going to help me a lot for the attacking animation.

Edit:
Here's the new look that I've done, took me a while to do as I migrated to GIMP in the process.


Edit 2:
Animation: Just the standing stance before actually do anything.


15
Pixel Art / Re: Help with attacking animation
« on: July 11, 2011, 05:58:33 pm »
Trying to use an overhead light source and I know the pallete is bland right now. The character is wearing rags pretty much and the 'sword' is actually a pole at this stage, just called it a sword since it'll be replaced later with one as the pole is temp. (Going along with a story flow here where his appearances will change slightly over time)
The reason why he isn't wearing shoes ties into the story as well. Hey, at the very beginning he's even nude. In his current situation he doesn't have the luxury to dress up in the 'hero' shop I'm afraid :P.

Anyway I'll see what I can do to reduce the gray and I'm taking a look at the links you posted, thanks :)
I know a lot of things are missing but getting this far is really an accomplishment for me so far, I'm still working on it!

I'm also starting to wonder if the head in general is a little too big? I see bigger sprites which have smaller heads than mine so I'm just curious.

16
General Discussion / Re: Pixel art in Photoshop, plugins/tips&tricks?
« on: July 11, 2011, 03:22:52 pm »
I use Photoshop because I don't like how GIMP is laid out, else I would use GIMP considering I like how easier it is to organize colors when setting the image mode to indexed.
Also the grid in Photoshop MUST be square which I dislike about it, say if I wanted the grid to be 16x18 then I'll have to make my own.

I'm still looking for a better program to sprite with (which is free). I have seen some good programs around but they always lack something that another one has, so I'm pretty much planning on making my own program dedicated to pixel art sometime soon.

17
Pixel Art / Re: Help with attacking animation
« on: July 11, 2011, 01:12:32 pm »

Alright an update to the dash sprite - Played around with the legs a little more and re-shaded a few areas.
Going to start work animating it to make it look like he's running and see how that turns out.

Edit:
Animated using a 2 frame loop, hopefully it looks right :p - Actually first time I've done a running animation, or rather 'dashing'.

18
Pixel Art / Re: Help with attacking animation
« on: July 10, 2011, 10:14:20 pm »
You definitely need a 4th frame between the 2nd and the 3rd, also a trail behind the weapon would make it look more like a sword swing.
Also, how come the sword switches hand? :D

Also with the dash, it's like his legs just bend sideways, it doesn't look balanced. I think you might want to make it look more like front knee is bent while the back leg is straight.

And I like the minimalistic style :D
But you might want to remove one shade from his face, because it's a bit too smooth where his jaw line should be.
Almost looks like he has a mask or something on, which might be intentional?

Well the sword doesn't really switch arms, I just failed at making the character show his back (basically his body shifts around). Imagine your holding a sword and you swing it (in an up-left direction) with a fair amount of force - That's the sort of logic I was trying to follow.
Although once I do the complete animation it'll look more natural, providing I can get the key poses right first.

Thanks for the comment, I'll start making some changes. Also thinking about adding a few more tones to the pallete so I can get stronger shades between areas. Anyway I'll post some updates once they're done. :D

19
Pixel Art / Help with attacking animation
« on: July 10, 2011, 01:59:14 pm »
I'm having a little trouble getting the form right on my attacking sprite, I'm happy with the first 2 frames but I just can't get it right on the last one.

Frame 1: Dash
Frame 2: Stand
Frame 3: Swing Weapon


Using a 24x24 sprite for the guy, and then extended to 32x24 (per frame) to allow a weapon to fit in.

Sample of how it looks in game:

The dash sprite has a little ghost trial behind it (in game) which is intentional and I'll be adding other effects in once I have the sprites looking smooth.

Feel free to criticize anything I have shown, such as shading or anything else that doesn't look right. Thanks :).

20
Pixel Art / Re: Robes
« on: May 23, 2011, 05:10:09 pm »
Here's an edit. This is the proper light source that you must use for MAP RPG characters.
Um... what the eff? Who are you to say what light source MUST be use for ALL RPG characters? I'm sorry to be so blunt, but the lighting in your edit is just as poor as the lighting in Hazzy's original sprite.  They are both pillow-shaded.

Hazzy, I have found that an overhead light source works well for these kinds of characters (and makes things much easier for game art in general) because sprites can be mirrored and remain consistent with the lighting in the rest of the scene. When shading, it's important to consider which surfaces are being lit directly and which surfaces are obscured from the light source, or angled away from it. The distance from the edge of the 2D sprite should have no effect. Regardless of lighting, I think the perspective needs work. Try to imagine, if you were looking down on a person in real life, how certain parts of the body would line up differently. For starters, you would see a lot more of the top of the head, and the neck would be mostly hidden. I could go on, but I think you get the gist of what I'm saying.

Here's an edit of your base and your character. I hope you find it useful:



Yeah I get what you mean.
Your edit is really well done and I'll be studying from it. Next I'll try spriting a female base and see if I can apply the things you pointed out.
That also gave me a motivational boost, I was starting to think my base wasn't going to get me anywhere and I was about to up the dimensions a little. But yeah, I just need to keep practicing!
I'll be sticking with the overhead lightning too, considering I want to make an RPG game out of this and I need neutral lighting to work with. (Well I'm actually coding/spriting as I go along).
Anyway thanks. Time to get to work! :)

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