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Messages - Psiweapon
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31
Pixel Art / Re: [WIP] Platformer Reluctant Hero [C+C]
« on: January 31, 2013, 02:32:06 am »

THREAD NECRO!  :crazy:

Lately I've been toying with Construct 2 and since I've already managed to have the
red jacket character walking around and shooting now I want bad guys to kill, so I'm
starting this robot



and the separate frames



Thoughts, suggestions? So far I think the shading on the legs is too irregular and different from
one frame to the next, but the motions themselves flow more or less well (in my eyes at least)

32
Pixel Art Feature Chest / Re: [WIP] Battle Sprite(s):Wangsta Chick
« on: July 27, 2012, 12:22:16 am »
Shouldn't the gesturing hand's forearm be somewhat more foreshortened?

I'm not 100% sure though, it's not like I could do better.

33
Pixel Art Feature Chest / Re: [WIP] Battle Sprite(s): Gangsta Chick
« on: July 24, 2012, 02:57:47 pm »
Well, just by looking at her, I want to punch her in the face, same as every other "gangsta" I've met. So I guess you're doing an accurate job. XD
I like the art, though! And I'm assuming her stance is a moving one, like she'll be dancing back and forth, so it looks good to me. The jewelry looks fine to me! A little weird, but it's a fighting game, right? Will it shoot lasers out of it? X3

Indeed, a damn fun and stunning piece. I want to punch her teeth in, too. Still, incredibly funny, 100% fighting game.

34
Pixel Art / Re: [WIP] Platformer Reluctant Hero [C+C]
« on: July 24, 2012, 02:54:48 pm »
Updates:


Added an additional frame to the shooting animation, with the gun turned 45º, as per PixelPileDriver's. Also removed the sweat drop to prevent conflict with hair motion (Grimsane's advice) Also, featuring the sweat bead in ALL animations kinda spoils the point.


Added bobbing of a jumpy sort (Grimsane, Pypebros, Bissle) and tried a slower, more irregular sweat drop (Ai)

Thanks all for the comments and advice, more of this character to come.

@PixelPiledriver:
I have one suggestion for your graphics gale blog: Make a lasso tool tutorial, I'll be damned if I have the slightest idea how the hell it works.

35
Pixel Art / Re: [WIP] Platformer Reluctant Hero [C+C]
« on: July 23, 2012, 11:12:04 pm »
Here are some updates:

1st: Trying to make the run animation smoother (This still needs head bobbing)


2nd: First try at stagger animation.

36
Pixel Art / Re: [WIP] Platformer Reluctant Hero [C+C]
« on: July 23, 2012, 04:29:35 am »
@piledriver:

O____O

Just... Wow. Thanks. I'm at a loss for words. That stagger pro-tip was immensely helpful. Completely new knowledge.

I've downloaded all your edits and I'm delving into them.

Tomorrow I'll post an update of each animation, maybe more.

37
Pixel Art / Re: [WIP] Platformer Reluctant Hero [C+C]
« on: July 23, 2012, 12:33:57 am »
Awesome feedback guys, tvm. I think I'm going to follow everything.

yeah he looks like he's being mugged and trying to hold onto the gun while it's trying to be taken, that or he's doing something extremely suspect

your walk cycle could use some head bob, and i think you need to bring his foreground foot down a tad on the apex of his forward stride, it's jarring compared to the rest of his leg motion, and he definitely looks nervous, the bead of sweat's a nice touch, although it goes ape on the firing animation the sideburn  motion might work on it's own but it clashes with the bead of sweat. and generally your legs stay planted and your body recoils, the sliding looks off.

with some refinement this'll look pretty good hope you persevere with it :y: and hope you followed my feedback and find it helpful

Will correct that "chop" between foreground foot lurched forward and foreground foot touching ground.

You're quite right with the sideburn/sweat conflict, I think I'll keep the sideburn motion and scratch the sweat drop from the firing animation (after all, the sweat drop shows on the other animations)

Thanks for the recoil tip.

seconding grimsane's advice: having the head, shoulders and back remaining completely frozen during the walk gives an un-natural feel, and the foot seems to magically drop to the ground... you could use one extra frame here.


You've pretty well rendered the mood of the hero, btw.

Yes, I'll have the head bob up and down at least a bit during running, or give it some other kind of movement.

About the foot, yes, I have to fix that chop... but I' guess I'll change the existing frames instead of adding another one because I want to stick to 8 frames (The mouth has two frames, the sweat drop has four, etc. having nine frames is going to be a headache.

I really like the character of the, uh, character..
for the second animation I think that trembling is more about small shakes and not big jerks or wobbling.

Thanks! I will try toning the movement down a bit and see if it still conveys the emotion properly.

38
Pixel Art / Re: My First Walking Animation, please help! [C+C]
« on: July 22, 2012, 01:41:07 pm »
You probably won't be able to get away with 4 frames.

Recently I made a 32x32 side-view sprite, and had to go with 8 frames, it looked too choppy with only 4.

You could try making four leg poses, mirroring and opposing them, and then doing the in-between frames by hand. Am I making sense? I'm not very sure.

39
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.

40
Pixel Art / Re: My First Walking Animation, please help! [C+C]
« on: July 22, 2012, 11:31:36 am »
Hi there guy.

This tutorial http://www.manningkrull.com/pixel-art/walking.php (Which is sadly broken-linked on the "resources and linkage" thread) should cover all or most of your theorical walking cycle questions.

Basically, you're going to need at least four positions for each leg:

1 - Leg going forward

2 - Leg stretched downwards with the foot touching the ground (providing traction)

3 - Leg trailing behind the character

4 - Leg flexed with the knee somewhat forward, storing energy to release it in the first frame.

1 opposes to 3 and 2 to 4.


Still, I'm no animation expert, so if anyone who comes around can correct me, please do so.

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