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Pixel Art / Re: animated heterofibian (frog person) and auto-erotic self-pixelation
« on: September 14, 2005, 06:33:46 am »
Thanks for the comments you guys, the compliments are encouraging. I didn't expect so much umitigated support, being as I'm in no way a pro.
As for resolution, that's kind of hard to answer. It's meant to work on a small screen, (something in the 256 pixels neighborhood) to be consistent with 16 bit classics. At the same time, though, when I check my programming in real-time, I never bother to change resolution or anything, so I'll probably never see it at anything but 800x600. Ideally, I guess, it would be visible enough at 8x6, but lving up to it's full potential at something something much lower.
Camus, I appreciate all the detailed advice. It's really great to get positive fedback from someone who acknowledges and studies genius the likes of Adam Tierney. I'm very familiar with his work and I admire it maybe more than any other, especially his animation that manages to pack so much character into so few pixels.
In my jumping animation, I'm not sure what you're refering to when you say "impulse". This will probably be only my first in a series of bone-headed pixel-noob questions. I figure it's one of those terms you guys are all familiar that I've just not been exposed to.
I'm well aware most of my frame timing and stuff is a bit off. I tried to just get all the frames hastily dumped into workable animations so I could show all the poses in use here. In the engine I'm running the timing is often very different. For instance, when he jumps, depending on input, he might make a small hop, or leap accross half the screen. Longer jumps result in longer hang time.
Thanks again to both of you for the evaluations and the welcomes.
As for resolution, that's kind of hard to answer. It's meant to work on a small screen, (something in the 256 pixels neighborhood) to be consistent with 16 bit classics. At the same time, though, when I check my programming in real-time, I never bother to change resolution or anything, so I'll probably never see it at anything but 800x600. Ideally, I guess, it would be visible enough at 8x6, but lving up to it's full potential at something something much lower.
Camus, I appreciate all the detailed advice. It's really great to get positive fedback from someone who acknowledges and studies genius the likes of Adam Tierney. I'm very familiar with his work and I admire it maybe more than any other, especially his animation that manages to pack so much character into so few pixels.
In my jumping animation, I'm not sure what you're refering to when you say "impulse". This will probably be only my first in a series of bone-headed pixel-noob questions. I figure it's one of those terms you guys are all familiar that I've just not been exposed to.
I'm well aware most of my frame timing and stuff is a bit off. I tried to just get all the frames hastily dumped into workable animations so I could show all the poses in use here. In the engine I'm running the timing is often very different. For instance, when he jumps, depending on input, he might make a small hop, or leap accross half the screen. Longer jumps result in longer hang time.
Thanks again to both of you for the evaluations and the welcomes.