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Messages - hopoo
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1
Pixel Art / Re: Death animation
« on: July 09, 2012, 07:15:21 am »
Some things on your big guy:

-He seems to hit the ground, bounce up, he reaches his peak, THEN his legs kick up. If anything the last 2 motions should be at once

-Seems pretty heavy to be bouncing around like that!

-The most important thing about animation is that motion starts out slow, speeds up, then slows down again. || |    |           |           |    |  || if that makes sense? For example, when he falls over, he should start out slowly leaning back, then speed up as he falls over because of momentum

-Sometimes less is more; you don't need to draw out every frame in his fall. Cut some out and itll appear faster! Also subtle bouncing/sliding can go a long way.

In my edit all i pretty much did is move a few pixels around and cut out frames. Your key frames were well drawn, just some timing issues which are easily fixed  :crazy:. For such a big guy, it might be  fun to have dust/sparks/etc fly out when he lands, but its important to have the initial frames done before that! Also.. the rocket launcher, when hes down on the ground, seems to be about 2 inches thick. Is that intentional?


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Pixel Art / Re: [WIP] Robot Janitor Game!
« on: June 28, 2012, 11:57:19 pm »
Thank you everyone for the help! Update:


I realize that the floor is quite 'clean' right now, but I will add more destroyed tiles once I have the base tile set.

3
Some things to consider:
-You generally do not want the mid-swing frame, because it slows down the chop and makes it seem much slower.
-Try swinging a "sword" in midair and stop it at an exact time; you'll find that you cant. You cant instantly slow down a swing.
-It helps to 'break' some joints at the impact of the swing in order to convey strength more
-I don't know your animation limit, but consider some more build-up and perhaps a frame from after the swing to neutral again

A dirty edit:

4
Pixel Art / Re: Frogger graphics
« on: June 24, 2012, 09:07:25 am »
The most important thing for you right now is to focus on ONE aspect; your image is quite large, and the realm of pixel art is the realm of the small. For example, maybe you want to just improve the road tile first. Easy, its only 32x32! Theres only so many pixels to work with!

Assuming this is actually through a game engine, it would be best if you could post your tileset, then we can help with simple rendering/perspective/color choice stuff that'll shoot up the quality

5
Pixel Art / Re: [WIP] Robot Janitor Game!
« on: June 23, 2012, 02:50:30 am »
! Cleaned up the walk cycle a bit, along with making the rest of the animations. I would post them but its a huge POS to get them from spritesheet to gif..


This is the main antagonist of the game. He chases you and is invincible (think of metroid fusion)




In-game:

6
Pixel Art / Re: Dungeon Maker!
« on: May 28, 2012, 03:41:28 am »
As far as minions go I think they all look great and a bit of variety is always good.
The bigger guy could be tougher than the small ones (do they fight too??).

Just a random game idea (nothing to do with artwork sorry!), you can buy and strategically place items of value with a chance to attract adventurers away from the main goal and into your traps.
Different items could have higher chance of attraction to different classes.
Just keep in mind that an adventurer gets through the traps and equips the item they will become more powerful :crazy:
Funny that you had such a similar though to mine! I actually was going to have it so as you are digging your base out, you will find ancient weapons that you can't destroy, so you have to stick it somewhere in the base where the adventurer will have a hard time getting. Spawning your own weapons won't feel like a very good incentive if you can put the traps in the main path anyways  :crazy:

Update, not so sure about the entrance. Looks a bit odd.


Some animations for the small guy:
Spawn:
Run:
Fall/Jump:
Hide/Disguise:

7
Pixel Art / Dungeon Maker!
« on: May 09, 2012, 02:49:17 am »

This is a mockup of a 'dungeon creator' game, where you essentially take control of "ancient evil" and try to keep out all the adventurers from finishing your dungeon. I am planning for this to be a bit tongue-and-cheek cliche; the bull boss will run into walls and stun himself, the adventurer is probably young and lost his parents, the giant rocks from the ceiling, etc. Kinda like typical game tropes.

Any C/C is welcome! The 3 guys at the far right are going to be minions that generally do all the work; I just can't decide which. I like the far right one the best currently.

8
Pixel Art / Re: [WIP] Robot walk cycle
« on: September 22, 2011, 06:57:43 am »
I draw the frames in paint, preview it in gamemaker, then export it and import/export again in photoshop (because gamemaker gifs dont loop)

 :D

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Pixel Art / Re: [WIP] Robot walk cycle
« on: September 19, 2011, 09:48:40 am »
Alright, I tried to rotate his torso, but the method that I drew him in previously (individually drawing legs and arms then frankensteining it to a floating body) made it pretty much impossible, so I restarted from scratch quick so I could draw each frame whole. It resulted in much more natural look (the fact that hes a robot can be made evident through other animations because this one seems awfully organic)

Excuse the high animation speed, I'm not quite sure how to fix that in the browser.



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Pixel Art / [WIP] Robot Janitor Game!
« on: September 19, 2011, 05:52:18 am »
Walk cycle for a janitor robot (hence the hat!)



As it is, it looks a bit.. chunky/pixelly. I can't really AA because there will be different colored backgrounds. C&C would be appreciated  :)

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