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Messages - Basketcase
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31
Pixel Art / Re: Animated warning text [WIP]
« on: December 20, 2011, 02:17:08 am »
@slym: I hear you on the need for more flashiness.

@Mathias: slanted shine shape sounds good. (Above, all I did was flood-fill each letter white, then yellow, then orange, one by one.)

I'll have it flash earlier and continuously, like a siren light, yeah. I was wary of having the flash begin earlier because I didn't want it to disturb a still-spinning letter. As it stands, the G gets to exist for two frames before being lit up. I plan on having a thinner band of light do the thing, and have 2-3 visible at a time. I'll leave the still-spinning letters untouched at first...

For the fade out I'll have it fade to white and dissolve into triangles.

32
Pixel Art / Re: Animated warning text [WIP]
« on: December 19, 2011, 10:40:29 pm »

Dither lines are back by popular demand! Also, faster with less lag between letters. And there's a (very rudimentary) 'shine' effect.

Next things:
-refine the shine (maybe replace completely. It's simplistic but it seems to look OK...)
-fade out: I don't want to draw the letters rolling in the other direction.
-fade in: something.

33
Pixel Art / Re: Animated warning text [WIP]
« on: December 17, 2011, 03:47:32 am »

Previous one was mostly uncoloured. Here I've tried to have the hilight on top slide in... and it looks real choppy. Maybe i need an intermediate colour between pink and orange to do a fade effect.

34
Pixel Art / Re: Animated warning text [WIP]
« on: December 17, 2011, 02:40:53 am »

Outlines finished. Now need to colour them. And then animate some sort of fade in/out. Might re-calibrate the timing so each letter starts spinning in earlier in relation to the previous.

35
Pixel Art / Animated warning text
« on: December 16, 2011, 01:19:12 am »

This is supposed to be like a warning sign you might see in an arcade shooting game before a boss. Each letter will spin in and spin out of view. So when that's done, it'll start and end with a row of pink rectangles. I need to decide a nice way to have those rectangles animated into and out of existence. Maybe by spinning along the Y-axis.

There might be more text underneath, that's why I left that space.

I think I should put down the outlines for everything before I colour and AA. (Instead of polishing each letter one by one, like I did the G.)

I want to make a couple of these.

Comments + critiques + ideas appreciated!






36
Pixel Art / Re: Cartoon Calf for Cow
« on: December 13, 2011, 10:30:49 pm »

Nose shinied. Tried shading the white close legs, didn't work. Cow shall remain unshaded!

I think it's about finished. Cow where are you?

edit: posted the wrong image d'oh

37
Pixel Art / Re: Cartoon Calf for Cow
« on: December 13, 2011, 04:37:33 pm »
Added lip, removed outline and added gratuitous sky swirlies. Darker hooves didn't look right, so i'm trying the opposite: lighter back legs.


Hey look at that, it tiles!

38
Pixel Art / Re: Cartoon Calf for Cow
« on: December 13, 2011, 04:13:23 am »
OK

39
Pixel Art / Cartoon Calf for Cow
« on: December 13, 2011, 02:27:36 am »


moo!

It's a forum avatar. Not sure how much extra I'll add. Maybe a BG? Yeah I think so.

Atnas told me to add hoofs so I'll do that.

Any other comments welcome!

40
Pixel Art / Re: Character Display for RPG Inventory Screen [WIP]
« on: December 12, 2011, 09:23:47 pm »
I'm not really an anatomy guy but I can talk pixel tech. Can tell that the head could be rounder on top, and eyes should go vertically at about middle of the face.

Right now the shading is pretty much invisible, needs higher contrast. The armour's dithery texture works well, but shouldn't it have an outline, to keep it consistent with everything else?

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