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Messages - lollige
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21
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 16, 2009, 08:38:06 am »
umm, 82 doesn't blend with any of the other tiles?  Sorry to be rude, Lollige, but I just don't see it.  Might snag a last tile.   :D

Actually, 69 was done first, then 83, then Lollige's 82. So most adjacent tiles weren't done yet. Just check the previous versions, they're all right there.

So both of my tiles next to his don't seam real well, but it was very difficult to rectify the differences of tiles around both of those that I did. I actually focused more on pixel tech than really meshing perfectly with the scene, although my tiles should be decently blended once this thing gets totally revealed, can't wait. Somehow I learned a lot about the C64 pal doing my 3 tiles. I'll now refocus on my developing game and apply that learning to it's GFX. I guess this collab demanded a different approach, using the C64 pal, than I'd been faced with before. And hey, my pixels got fused with some great pixellers here; everybody wins.

Indeed. I see what you mean, the match is hard to find on 82 vs 81, but mine was there first ;)

22
Pixel Art / Re: Professor walking
« on: June 09, 2009, 07:03:55 am »
That's a nice looking edit, Ben. But it's almost like he doesn't need the cane at all, his mobility doesn't seem to be impaired. It looks like he has a lot of energy and is walking quite powerfully. It could work, but it's not what I'd expect to see from an old professor. Well, I guess that's for Robotacon to decide.
Canes arn't there because one needs 'm, they are a symbol of power. His walking symbolizes the same here, so thats all fine ;)

23
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 06, 2009, 09:58:05 am »
82 please
Done!

24
Pixel Art / Re: My Habbo Graphs Stash :D
« on: May 28, 2009, 07:36:07 am »
The end result looks quite nice! Well done on that!

However, I am not sure if this is the right place to post this. You hardly really made anything in here, all of it is copy and pasted from other furniture, and in the best case recolored. Which is fine on habbo alteration communities, but we are not one. We often expect people that they draw things from scratch.
Also, I really recommend not bumping old threads (like JJ Naas habbo thread, it was 2 months old), as it just annoys people.

At last, we do not quickly think art is more special when made on young age. I think the average age on this forum is about 16 or so?
Do you make pixel art from scratch too? We'd be happy if you would share that :)

MrLollige

25
Pixel Art / Re: Sprites (running, jumping)
« on: May 26, 2009, 01:59:04 pm »
Back home again, and I made a new jump animation.
I don't think it is finished yet, but what do you think?


26
Pixel Art / Re: Sprites (running, jumping)
« on: May 20, 2009, 08:44:23 am »
Thanks for all the nice and useful comments!!!

I forgot to mention that the jumping was a messy 10 minute test. I am not even sure yet how high I want him to jump, which is important for the animation I guess. The jump will be fully remade, and the stuff you guys wrote about that will help.

Also, I was aware that the arms were not perfect, but I did not know how to make them like that. Thanks to souly I do now!

Willfaulds, thanks for noticing that leg, I fixed it as soon as I read that!
No, it is not a roman outfit. I hope it is all obvious when I say that it is a fat caveman/stoneage kid?

Here is the new version of the run animation


EDIT
2 modifications. Tell me what you think of them. Oh and btw, the game is supposed to be a bit funny, humor style, so I will have to bring more humor in my sprites if possible.

27
Pixel Art / Sprites (running, jumping)
« on: May 19, 2009, 07:28:20 am »
Hello guys,
I am creating a game.


Ok lets move on to the art part. This game needs a character, and the character needed to run. So I put together all my knowledge, and even though I never made a run animation before I am quite pleased with it.
Jump animation has just been worked on as well.
For the techies between you guys: How should I make the jump animation so that it is easy to work with in game programming? The full jump sequel with the going up and down, or is it often more useful to just have a start of the jump animation, then an image of the character going up and a loose image of the character going down?

Anyway, here is the stuff. Arne's 16 color palette.
View it at 4x, as that is what its made for.


All help, tips, edits, links to tutorials, or just motivating posts are/is welcome!

28
General Discussion / Re: 8 Point perspective with Tesseracts?
« on: May 12, 2009, 09:22:52 am »
And how would you see in 4D? As long as we can not even see in 4D, I really wonder how you are going to draw that way. Actually we all draw 2d all the time.

29
General Discussion / Re: Is this good animation?
« on: April 25, 2009, 07:41:56 pm »
Wasn't the thread on Polycount enough...? You got plenty of comments there. Don't tell me you're just roaming the entire Internet for publicity or something.
It got on PJ aswell. So I suppose its that last thing, as mmueller seems to register just for placing that one single post.

30
General Discussion / Re: The Ongoing War
« on: April 25, 2009, 07:31:39 pm »
Hmm, why didn't I read this before? Anyway, I recently wrote an article on my brand new blog about pixel software. I did not go in detail into Pro Motion, simply because I do not use it very often (I had some trial or so) and therefor can not write as an expert about it.
I however did ad another program noone seems to have mentioned: MTpaint
I really love it. It is extremely simple and easy, in that way that it has hardly any functions, and the palette editor is much more pleasing than the one on graphicsgale! Layer and animation support is however poor.

Read up the article here

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