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Messages - surt
Pages: 1 ... 5 6 [7] 8 9 ... 57

61
General Discussion / Re: Pro motion animation features
« on: February 25, 2017, 10:49:28 am »
Palette: Frustratingly large window, I don't need 256 colors just 32 max?
Same problem with Pro Motion unfortunately.

What is the greyscale bar for above the color sliders?
That's for alpha value selection.

I haven't really used Aseprite's anim features yet as I hate animating with a vengeance, but I would have thought they'd be superior to GGale in every way now.

PM has stylus pressure support in beta now. GGale now claims to have stylus support but I can't for the life of me figure out what it does.

62
General Discussion / Re: Pro motion animation features
« on: February 25, 2017, 10:38:04 am »
I had a go at dragging frames with every modifier but couldn't find any way to move frames at all with out grabbing frame contents, creating new frame, placing brush and deleting old frame. But then I've never really used PMs animation function so I may be missing something.

63
Pixel Art / Re: [C+C] An animated eye
« on: February 22, 2017, 09:34:47 pm »
You need to look up eye anatomy.
You seem to have either two nested irises or two nested pupils.
You are moving the pupil about within the iris. The iris only expands and contracts, causing the pupil to shrink and grow, it does not perform lateral movement.
Eyes are approximately spherical with the bulge of the cornea. They are not rounded cubes.

64
And even that can work if you're REALLY CAREFUL about the layering and frames.
Don't even need to be careful if you use depth buffers, but it does add considerable extra workload for hand drawn sprites.

65
Pixel Art / Re: Deck of Cards
« on: February 08, 2017, 07:12:04 am »
If you are going to print them you likely don't want the ace images to touch the edges as they will likely be identifiable on the side of the deck.

66
General Discussion / Re: Official Off-Topic Thread 2017
« on: January 11, 2017, 12:01:02 am »
Colour selector idea:
HSL wheel/sliders but lightness interpolates between an arbitrary black-level colour, the HS mid lightness colour and an arbitrary white-level colour.
Facilitate hue shifting to light and shadow colours.

67
Pixel Art / Re: [Feedback][WIP-ish] A pixel pug
« on: January 10, 2017, 10:35:51 pm »
I made it 500x500 to post on here. I'm using Better Twitch TV and the scale size for emojis is 112x112.
Quote from: READ THIS BEFORE POSTING HERE!
One more thing to keep in mind: Pixelation comes with a zoom feature on all images inserted using the img tag. Click to zoom, shift/ctrl click to reduce zoom level by one, alt click to reset zoom. Please make use of it, and save your images at 100% zoom if it's not absolutely intended to be viewed at a higher zoom level.
Nobody's going to make any edits for you if you insist on making it harder than necessary to do so.

68
Devlogs & Projects / Re: Untitled RPG Party Card Game
« on: January 10, 2017, 03:05:32 pm »
All quite awesome, just the Mechsuit Seraph reads as being rather lower in colour count than the rest. Maybe the orange and tan are too close? Hard to distinguish at 1x.

69
General Discussion / Re: Make your own ellipses (pixel art)
« on: January 09, 2017, 08:11:32 pm »
If you are unsure how to draw an ellipse and don't much trust your editor (GraphicsGale had a buggy ellipse (might still do), Pro Motion can't draw an even dimension ellipse, still need to trust editor enough to draw the high-res ellipse) try something like this: http://img.uninhabitant.com/ellipse_sampling.png
If the centre sampling point falls within the high-res ellipse fill that pixel.

70
General Discussion / Re: Official Off-Topic Thread 2017
« on: January 08, 2017, 11:53:18 pm »
The idea that OpenGL texture coordinates are upside down comes from clip space being positive up, so if you directly map your UV coordinates to clip space position it will draw upsidedown. UV 0,0 still equals texel position 0,0.

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