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Messages - PypeBros
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Pixel Art / Re: Lectro Mockup Madness (Fear the claw; Oct 29)
« on: November 12, 2007, 01:31:41 pm »
great work. nice caves.
just two things:
- the "giant cutters" of your big boss seems too much "organic" imho (which is odd for a cutter)
- i like your "ground & cave" mockup, but i'm not convinced by those "progressive sky-to-underground-dirt tiles.

keep up with the good work.

Pixel Art / Re: walk animation critique...
« on: November 12, 2007, 01:26:10 pm »
the feet seems not to follow a flat ground. somehow she seems to move her legs "as walking" while being hung rather than really walking.

the scarf's animation doesn't quite fit the slow speed, either.

Pixel Art / Re: [WIP] start of animated sprite
« on: November 07, 2007, 03:49:39 pm »
for some reason, he gives me the feeling that he's "hitting" something with his foot at each step.
maybe the movement ends too abruptely.

Pixel Art / Re: Help with tree
« on: September 04, 2007, 02:08:03 pm »
i'd say you have a too repetitive pattern on the branches, making the tree look like superposed cones.
i'd try to add some 'vertical shadow' to reinforce "branches clustering" effect.

Pixel Art / Re: WIP: Music Symbol
« on: August 28, 2007, 08:51:05 am »
well, i think first of all you should try to pick other colors ... dark blue on dark green, we barely see the symbol at all.
i'm also surprised to see the darker shade in the middle of the note rather than on an edge ...

Pixel Art / Re: Help me with bg!
« on: August 21, 2007, 10:06:53 am »
when you say "in tower", i guess you mean "i don't need something that repeats horizontally, i will have vertical-only scrolling, but i need something that gives the player the feeling that he's watching the inner of a round tower", right ?

hence your attempt at having bricks larger in the middle of your BG than on the border, which is a step in the good direction...
Now, what you still lack is curving of the horizontals. all will depend on the perspective for the rest of your scene, but a simple solution would be to bend horizontal as parallel arcs (as done in the castlevania example), despite 3D perspective would like to show straight line in the middle and increase curving as we depart from the horizon line (which will scroll very poorly :P)

btw, it seems to me that you have just stretched the middle of an otherwise flat wall, right. That gives large, suspicious shadows on the middle bricks. You might prefer to edit this so that your bricks all have the same amount of shadow. You might also consider that light isn't uniform on your whole wall but rather

Pixel Art / Re: Quick Mockup: Ice Dungeon
« on: August 20, 2007, 11:40:09 am »
Added a new level, overgrown temple type thing:
I'm pretty stuck as to what to have in the background, the standard bricks are boring me.

I definitely love the look of your mockups ^_^ but it seems to me that you haven't chosen whether that overground temple is open or closed area (if open, why such a brick wall -- if close, what do plants live from ?). If it's something like a formerly-closed-area-which-ceiling-damaged, we might have nice lightning effects, etc.

I guess since it's a temple, you might love to have statues and large doors instead of plain brick walls ... Since it's overgrown, you might very well have huge vines cracking the stones of the main hall or something ... Bg. of "Fury of the Furries" did a nice job in introducing such subtle (and humoristic) features to break monotony.

Another thing you might want to ask is "this is the temple of what, anyway?" That could give a direction to what kind of statues you'll have, include replicas of the "deity"'s face on large rocks or whatever.

Anyway, go on. This is going to be outstanding. It makes me feel the urge to complete my NDS-2D gaming engine and import your tiles to see it moving ^_^

Pixel Art / Re: [WiP] Walking Animation
« on: August 20, 2007, 09:07:07 am »
I tried removing the black outlines and replace them with darker shades. Does it look any better?

much more i'd say. maybe adding a little shadow on the lifted feet will give him more a "walking" look... right now, he looks like being on slippery ground (or maybe just scrolling dirt below him would just fix this). I preferred the previous speed, though. At that rate, you just can't keep "walking" you need more to "run", which finely coincide with the helmet movement, but would require another kind of stepping.

Pixel Art / Re: [Need Help] Isometrci walk animation....
« on: August 20, 2007, 09:03:38 am »
it seems like ISO walking is way harder to draw right than side-viewed walking ... Maybe you could practice with plain side walking first... Otherwise, you may prefer studying keyframes from e.g. SuperMario RPG or "the last ninja" (which was ISO 3D iirc).

I wouldn't call for a complete rework of your character, but i think his belt should definitively be higher. You made the torso so long that he looks like wearing a long sweatshirt almost to his knees. Which means as you move one of his legs forward, it looks like he's bending his knee the wrong way ... very odd.

You have something wrong with arms animation too: the elbow is a bit too low (imho) and you don't preserve the arm's lenght when you bend it. You should probably work with a lower animation speed if you want to get something coherent.

Again, look at the "dragon" animation: don't try to animate directly your pixels for human characters: rather animate a quick sketch and *then* draw your pixels over that "blueprint" of your animation. (dig the forum for the "four races" thread: they have a wonderful example there too).

Pixel Art / Re: [Need Help] Isometrci walk animation....
« on: August 13, 2007, 08:04:18 am »
i'm certainly not a guru in isometric pixels, but a couple of months ago, i saw this post about a small dragon animation, where some of the edits show how mangust works with a slight iso grid to test his walking animations.

If you don't know too much how to start, it might be a good thing to plot "footprints" on that grid and try to have your character match these prints.

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