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Topics - Psiweapon
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Edit: I recorded the blasted thing again, it looks much better now.


Been a long time since I was active here.

I'm not a GrafX2 wizard but I've been using it for a long time already, and actually only now I noticed that:

-Apparently there are no tutorials, much less video tutorials.
-The interface is a huge "what" for people that come in contact with it
-Online documentation is dying.

So I slapped together this introductory tutorial with the idea of making more as long as I actually know what I'm talking about. Time didn't allow to explain right button use on the interface itself even though it's alluded to, I'll guess that's the next thing I'll have to cover.

Any thoughts on how useful / helpful it'd be to make more?

https://www.youtube.com/watch?v=P4I1oPxNpDI

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General Discussion / GrafX2 status?
« on: March 28, 2016, 09:30:43 pm »
Development status doesn't worry me that much, but maintenance status does.

The old Google code page has finally 404'd and the Pulkomandy.tk site is either incomplete or abstruse...

If there's anybody around more or less in the know I'd like to hear whatever they want to say.

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So long folks.

I'm considering buying Graphics Gale, currently I'm trying the shareware version, and this is what I've come up with so far.

I wanted to make a SD-style hero that looks worried and anxious, as opposed to looking all calm and composed while shooting down zombie robots.

These are the three animations so far, in chronological order



For the walk cycle (moar liek run cycle), first I drew one leg in 4 positions and cloned it, but a 4-frame cycle looked too choppy, so I drew the in-between frames manually.



I probably went a bit overboard with the handgun bobbing, wanted to make the character look nervous and trembling



The first two frames are copied from the standing animation  :-[


This is the spritesheet, 20 colors used, 22 if you count the yellow and brown in the reference line at the right. Probably too many colors, I should zap some.



First I tried bigger sizes, but they all turned out crap, so in the end I opted for 32x32 (the size I've got most experience with) and upscaling.

Can you folks give me any clues or advice? I'm sure there must be some glaring errors since I usually don't do this kind of stuff, but that's one of the reasons I wanted to do it, for a change.

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General Discussion / Help regarding the alpha channel
« on: December 31, 2011, 07:24:33 pm »
I need a tool that allows me to edit the alpha channel in a RGB PNG like a bitmap (I need to lay pixel-art-level partial transparencies over a pixel-art piece, to make some glass effects)

I know that I've done it a long, long time ago, but can't remember what tool did I use. Do you know of any?

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Pixel Art / Cyberpunkable characters [WIP, C+C]
« on: September 05, 2011, 12:03:17 pm »
These characters might or might not get used in a platform game by the same guys with whom I'm working on ITD++



I'm pretty satisfied with the detective, except for the shoes, although I'm sure you can rip it to shreds  :crazy:

But the psychic girl, although I do like the desing, feels... too dull, I can't come up with details for the coveralls or anything. Any suggestions?

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Pixel Art / FFHtR - Status Icons - [FIRST UPDATE] [WIP] [C+C]
« on: August 18, 2011, 09:13:59 pm »
And this is what I've done today for FFHtR.



The enraged guy in the icon is an Elven Lunatic, spawn of the octopus overlords!!! ???

Golden borders are for buffs, clear borders for debuffs.

1st update: Overhealing icon, used for healing potion effect (painfully obvious)

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Pixel Art / ITD++: Dragon Boss FINISHED! [C+C]
« on: August 18, 2011, 09:10:53 pm »
Okay, I haven't posted here in a while because I'm very busy working making sprites ^___________^

But the ARRP (Annual Roguelike Release Party) is getting closer, so I've got to make more stuff for ITD++ and FFHtR.



I've added the "attacking northwards" (goddamn lame) animation, the casting animation (fiery lightning ball thingy) and the death animation.

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Pixel Art / ITD++: Dragon Boss [WIP] [C+C]
« on: July 24, 2011, 12:43:27 pm »
Here's the first boss for Into the Dungeon++.




That front-facing walking arm is ridiculous, so I'll be changing it soon.

It's the first time I'm animating something bigger than 32x32 so critique would be appreciated.

Bad points: that arm, immobile tail and wings (The wings were already difficult so I'm *not* going to animate them), the rear view neck is stiff, some arm poses are not that believable. The front view and side view heads aren't that similar. The animations are only two-frame, so the movement is jerky, but the dev and I agreed upon that from the start.

This took a LOT of time!

Good points: I'm really satisfied with how the side view hindlegs turned out (If you are not, please tell me why)

I've already started with the attack animations, but won't post it here yet because I only have one frame for now.

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Pixel Art / Into the Dungeon++: Hero Sprite [C+C]
« on: July 02, 2011, 12:24:35 pm »
HAY GUISE  :)

Partner to the orc and skeletons sprites I already showed around, here comes the guy that's going to send them all back to hell.



I'd like some C+C, as this is the first time I'm doing sprites with attack animations. Or maybe I did some way, waaay back, but I can't really remember.

The standing and walking animations are made with the same base sprite as the skeletons and orcs, but the attack animations don't have a base sprite counterpart.

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So here's the new monster for Allacrost I'm working on...



I'm not sure anymore if the body is liquid or gas but what the hell, I'll go by rule of cool and we'll see what comes out.

I've got to at least improve the line art, I'm thinking on using heavy sel-out at least on the green part, or maybe even getting rid of the outline in the body. I'm also thinking of using different outlining in the body and feet/hands/mask to contrast the different materials.

Any suggestions?

Here's the second WIP:



Huh. I went too crazy with the mask. It's shitty for now.

[EDIT #2]:

And here's the third WIP:



Added shading to hands and feet, "hair" and left arm completely redrawn, left leg only partially.
Tried to give more depth to the swirls, shaded the outline of hands and feet.
Added notes of a third color just for kicks.

[EDIT #3]:

Fourth WIP:



Gave new shading to the mask following EyeCraft's example, and did a bit of tweaking here and there, changing swirls and darkening some parts.

[EDIT #4]:

FINAL VERSION:



Re-shaded its right gauntlet, added damaged versions. Well, moar liek substracted X_D

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