Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Krut
Pages: 1 2 3 [4] 5 6 ... 9

31
Pixel Art / Re: Bunny Squad Revamped
« on: June 23, 2007, 05:50:42 am »
Hey; update time, sorry, no screenies right now, but please try the demo and give input; its much more balanced now (towards the player :P, the pierce subweapon is fun melee goodness).

http://www.freefileupload.net/file.php?file=files/230607/1182577546/Bunny+Squadv3.zip

New version;

-All subweapon system: (Missile, Laser, Wave, Pierce all with their charged up versions)
-Shield system (press control to activate your shield; but it will drain your exp, bullets absorbed by shield, will replinish exp also)
-Minor fixes; escape key added, clouds are slower

I think that was it

Next version:
-More backdrop/stage



-Everything really just feels too small to me.
-The cloud background seemed to be moving past much faster than it should be.
-The designs were pretty, but it was hard to get a good look at them with such a small screen and so many bullets to avoid.
-When I was ready to quit, the Escape key didn't close the game, which I didn't like.
-Thick dark outlines seemed unneeded to me.
-I wish the art direction leaned more toward the style of the title screen.

-Im sorry, but im keeping the 320x240 resolution for all nostalgic feel...i feel strongly about that, though im pretty sure i uploaded the fullscreen version...how can it "look" small to you?
-Changed the cloud background; even though it now seems slower, it also gives a more clear field of view; thanks.
-Hardly a lot of bullets, unless you are kinda new to shooter...though i toned it down quite a lot, and now that i introduced the shield system, will prolly up it again...already adressed the resolution mode in my first response
-Escape key added; Thanks for mentioning it, im just so used to Alt f4.
-Thick? they are a just a pixel wide..
- Umm, not sure.. about that...i like the current style, and thats just a placeholder (it was the concept art for the main char resized)...but unless it looks downright bad..i think im staying with this.

Thanks a lot for your input i really apreciate it :)

32
Pixel Art / Re: Bunny Squad Revamped
« on: June 22, 2007, 08:19:40 pm »
Sorry to bump, got some new features;



http://www.freefileupload.net/file.php?file=files/220607/1182543112/Bunny+Squadv2.zip

Now:
-3 Sub weapons now working, but only missile has the charge up ability (Missile, Laser, Wave).
-Dialogue system working and varies according to your actions and objectives (will be improved).
-Mini boss working properly with some minor problems.
-New enemy included, but doesnt fight back.
-Minor fixes and animations
Next Update (at the very least):
-Final sub weapon with charge up ability
-More scenery

Please, do try it out, and post your input.

Im pretty sure i saw some comments before, but it appears they got deleted; not sure why, but thanks for trying it out.
I also still remember some post from Ptoing in the original version where he said i should add more frames to the plane...will be included soon too i think if i can manage to make it work in game.


-Krut

33
Pixel Art / Bunny Squad Revamped
« on: June 21, 2007, 10:13:02 pm »
Hey! Havent been around lately due to work, however, i had some screen caps from this old project i had; decided to start it again.

Some shots; and the actual game for you guys to try....bare with me, its very premature.



Z = Main Weapon
X = Charge (Main or sub)
C = Subweapon
Space = Switch Subweapon

http://www.freefileupload.net/file.php?file=files/210607/1182463759/Bunny+Squad.zip

-Krut

34
Pixel Art / Re: [WIP]The blobs
« on: June 12, 2007, 05:10:12 pm »
Note on Krut's edit: I would remove the pause in between the walk when he stands still a few frames, looks a bit like a robot walk now. I don't think that's what Chig wants.
But if you remove the pause, I think it would look excellent.

That was basically my intention; I made him all chubby looking (reinforced by the little "bounce" on the body as he goes down) and the sumo wrestler-like walk; I tried giving him a very distinct personality, while trying to stay away from a more conventional, to force Chigsam to try his own take on the animation; a new personality.

Im not trying to give him what he wants; im trying to point him in the direction where he can do what he wants.

-Krut

35
Pixel Art / Re: jackel kid [wip]I am in need of animation help.
« on: June 11, 2007, 10:16:04 pm »
I want to use Graphics Gale for the animation, but the onion skin feature doesnt work. :-\ any ideas?
Dont use it?

When i animate i just tend to move from one frame to the other with the keyboard, like when you animate on paper and you flip the pages containing the drawings...

Or...you could read the help file of GG and find out why it doesnt work.

-Krut

36
Pixel Art / Re: [WIP]The blobs
« on: June 10, 2007, 09:25:09 pm »
Basically what i did here is correct some loose ends that you had on the sprite itself (AA, better handling of the shadows and highlights)

Then i took an edit on the animation itself.


Your biggest allie when animating are mirrors; Even with something as basic as walking (that everyone is supossed to know how it works)...is to watch yourself do it; observe what moves, what comes first, the pacing and what happens when you do it.

Then sketch it out; draw the rough key frames, some preffer silhouttes; fill the rest of the frames. Does it make sense? do you understand with it being a sillhoutte what its supossed to be doing? if the answer is yes, keep going, if not, you need to review



After you feel good with it; flesh it out! put the colours, decide how the lightsource and shadows will vary, what kind of character is? a walk can show you the personality of the char; is it confidente, goofy, sneaky? it all depends on the animation.

Pacing and timing is very important; when you walk for instance (and that was one of the things wrong with your walk) is that many things happen at the same time; Not only you move one leg at a time, the other stays behind for a split second, knees bend, feet rises your overall height decreases at some point and you recover it at others.

Timing is giving that keyframe more or less emphasys; some movements are more long in time than others, others are affected by the starting velocity, or recoil; all of this you must take in account.

I also added more frames; You had 4 and now it has 8; though it can work pretty much flawlessly removing 2 transition frames; you can also make a good animation in 4 good keyframes, the problem with your animation is that you didnt use them good; you only moved one leg at a time, and the other stays in the same position; like i said, get a mirror and watch yourself; Does your other leg stay in the same position?
Observe, you are no longer looking, but watching, how it works, how it moves.

I gave your character a particular personality, try to study what i did there, and apply it once more with a brand new walk, lets see what you can do!

-Keep pushing it, this isnt a talent, is a logic thing, if you try and persevere, youll get better, is as simple as that.

-Krut

37
Pixel Art / Re: [WIP] Little Sprite
« on: June 09, 2007, 10:57:18 pm »
Hey man;

I took the liberty to make an edit to show you some things you might want to try.



Basically i did some touch ups to the lineart, and try to define the areas,trying to keep the cartoony style thing you had going on.
I changed the colours defining more the areas, making some of them less saturated, others more, and overall, trying to make agood pallette usage. since right now it was around 18 i guess, and the edit has something like 11 or so, wich can be optimized too if someone wanted to be real anal about it.

Ummm, probably its not the direction you wanted to take, or maybe it was, but study the edit and reuse some of the things you find useful to yours.

Keep at it, its a fun little char!
-Krut

38
Pixel Art / Re: [WIP]The blobs
« on: June 09, 2007, 06:55:36 pm »
Hey man;

With the pink fellow, theres some extra pixels around the  "crotch" area, where the left leg meets with the body, (compare with the blue one, and that pixel is not present there).
The colour you are usign on the eyes its practically a wasted colour, since you are only using it there, and you could probably use the colour of the mouth.

You alsol have some minor contrast issues in the "zombie" (as you call it) fellow, darken the outline a bit.
And by the way, you call it a zombie; if he is supossed to be a monster version, give it som darker features, like red eyes, eyebags, maybe some fangs, whatever; right now its just the blue version of the pink one.


Do you feel ready to now try the walking animation with the pink blob? Try it with your newest version, and post the results.

-Krut

39
Pixel Art / Re: this time a hand made character- need crits
« on: June 09, 2007, 02:40:00 am »
wow, great remake... and it probabbly took you about 20 minutes....now i see what you had in mind, thanks for the help:y:

No problem, all the help that you need as long as you keep pushing it;
Show us some new progress!

-Krut.

40
Pixel Art / Re: [WIP]The blobs
« on: June 09, 2007, 01:31:49 am »
Hey, finally you got it!, its much better.

Your problem now, is that the tone you are using to antialias is too strong and similar to the outline colour, it should be a tad lighter, because right now its too similar to the outline colour.

Also use the lightest shade (not the base colour), to antialias alongside the colour i told you before, it might make the antialiasing more effective.

-Krut

Pages: 1 2 3 [4] 5 6 ... 9