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Messages - Wes
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31
Pixel Art Feature Chest / Re: plain dark tiles
« on: January 12, 2012, 04:11:08 pm »
i like it for two main reasons.

1. i'm lazy
2. readability

the first one is obvious—less stuff to make tile perfectly.

the second one is more important—i'm a fan of not bothering with making the player worry about stuff that doesn't matter to the game. if an area is blocked out, then it's immediately obvious that it's not important—that it's impassable. a wall is a wall and there's no point in looking at it or thinking about it. I'd rather spend my time and effort (and the player's attention) on something that will have more of an impact on the gameplay itself—like animations.

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I'm also curious about where the idea originated, can't think of anything off the top of my head.

i do it because i started with RPGs—and interior RPG maps would have the "ceiling" areas blacked out. that's where i got it from.

32
Pixel Art / Re: Impetus 2068 [WIP]
« on: January 08, 2012, 06:22:36 pm »
don't be afraid to move your character's body when he walks. the legs look nice—that animation is really smooth and i think you've done a good job for the style that you're working in. the next step is to move the whole body—give him some bounce, let his arms and gun rattle a little bit. play with it and have some fun. you've gotten the boring part of the walk cycle finished imo—give him some personality now :)

as for your mockup it's hard to tell exactly how it would play: imo there could be a lot more contrast between the parts that are playable and the background—i actually like the background itself- it totally fits the style that you have, but it's very hard to distinguish where the player can and cannot walk. the blue makes your hallway obvious enough—but it's weird that it's just floating there in front of the city background. is he outside? inside? it seems a little strange.

good luck man i want to see where this goes.

33
Pixel Art / Re: [WIP] Wasteland Tileset (32x)
« on: December 30, 2011, 06:39:52 am »
i really like the direction that this is going, man.

especially the water. normally that kind of super-low water where you can see the dirt tile underneath it is a turn off, but in your postapocalyptic wasteland i actually think that it's the right move. imo your transition version is great, but you should lose the few floating rocks that aren't connected to the land part. i get what you're doing there and i like it a lot (it will be great if you can keep them but use those tiles sparingly as a few variations)—but when tiled i don't think it will look very good.

also regarding the colors, i REALLY liked that version with the purple. i am a hardcore hueshifter though and that kind of stuff always appeals to me. also the contrast is more pleasant—it has a better sense of depth than the more recent ones that you posted. i'd say GO FOR IT—just if you do, be sure to do the same hueshifting effect on other tiles.

like that cactus for example. the perspective is much better—even though it looks kinda like a bean (it might help you to draw the cactus directly onto the dirt tile, especially if it's one of your first object tiles for the set—that helps me with my rpg perspective on tiles for stuff like that). but i don't like the colors on it—hue shift that motherfucker like you did with the purple above it and it will look really swell.

also when it comes to the shape of the cactus don't be afraid to exaggerate a little bit—i for example would go to town with the spikes :)

as for the second version of the water—why not use both? they look like they'd both be plausible for different variations in depth.

good luck dude. this is a good thread keep it going

34
Pixel Art / Re: yellow room platformer stuffs
« on: December 28, 2011, 04:43:10 am »
hey thanks facet. after staying away for a while and coming back to this, i'm not as displeased with the tornadoes as i was before. my fave are the two on the top—i think i'll expand on the top middle one and do something like the debris but make the big blobs subtler... idk

an update on the jump anim:



i might be able to make her a little more stretchy and smooth the arms a bit, but i think i'm gonna add some more frames.

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Cannon is incongruously colorful, everything else is only afforded accent colours.

you're probably right about this—the original idea was that different colored cannons would lead in different directions (cannons would be at the beginning and end of levels and launch the player to the adjoining area). i could recolor it easily enough we'll see how it looks in game.

35
Pixel Art / Re: [wip][c&c] Girl with Crow
« on: December 26, 2011, 09:12:11 pm »
i love the style and colors, and the crow looks really badass. it's SORT of hard to make out but i love the way you did the feathers.

i'm wondering about the girl's pose—is she kneeling behind the cloth? it looks like her legs are cut off at the knee.

36
Pixel Art / yellow room platformer stuffs
« on: December 26, 2011, 01:07:21 am »
okay so i'm working on an adventure platformer (gonna be made in construct most likely). the gameplay style is planned to be a slower cinematic-type (think original prince of persia rather than mario). i've been working on the graphics for some time! anybody in irc will probably have seen a lot of them but imo its time to actually make a thread for them.

here's a somewhat old concept mockup—it shows off the general feel that I'll be going for



some character concepts (a couple of them are pretty old you might have seen em before):


here are a few misc animations that are more or less done but feedback appreciated. atnas, cow, setz and the others from the irc channel have helped tremendously (bat is wip)


here's a few animations for the hero (walk, powerup, being-shot-out-of-a-cannon)


the one that I'm working on currently is her jumping animation. this is WIP, hoping for some suggestions:



lastly i have spent like all day fighting with a goddamn tornado animation and i'd really love some help with it. i've tackled this thing so many times and i can't stand any of it and i'm just burnt out. i'm putting it aside for now and planning on returning to it later, maybe starting over from scratch.  it's ugly and i hate it :0#

-> ->
-> -> -> /

that's it for now friends :O

37
Pixel Art / Re: Animated warning text [WIP]
« on: December 17, 2011, 08:58:23 pm »
will it animate faster in-game? i expect that something saying WARNING shouldn't be anywhere near that slow. i'd love to see this thing sped up to really give a feel of WARNING.

38
i'ma edit this with more of a crit soon (i cant find my glasses atm and i hope i didnt leave them at work i cant see anything man)  :'(

4 frames for each direction, right? from what i can tell it looks like you have the basic pendulum motions right except that there's a jerkiness in the animation that's preventing it from looking very smooth. i do notice in some of them that her entire body moves a pixel here or there where it shouldn't—which makes a strange jumping effect (ex in the first image she seems to jump a little horizontally and in the second one she jumps vertically). while the body should move up and down a little during the walk cycle, it should be in a sqash-and-stretch kind of way, not moving the entire thing.

also i checked that link and dude i love the trees in the screenshots.

39
Pixel Art / Re: s'been a while!
« on: December 11, 2011, 01:39:29 am »
this looks like a really fun concept to play.

i've love to see hows this looks when its animated.

also i have to note that the shoelaces are an adorable little touch.  :lol:

40
Pixel Art Feature Chest / Re: Platforming Tiles [WIP]
« on: December 11, 2011, 01:37:59 am »
I like that.

the problem that I have with it is with the way the rocks fade in towards the middle. because the rocks seem to get smaller (instead of just getting darker), it looks like the middle is further back—like the edges are coming out towards us. it makes for a weird kind of perspective that looks like there's a big hole in the middle of the rocks.

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