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Messages - PypeBros
Pages: 1 ... 119 120 [121] 122

1201
Archived Activities / Re: Smile 2007 - Part 2
« on: July 03, 2007, 02:56:59 pm »
my try on junkboy' template.

not that easy to give them readable feelings without eyesdot or teeth ...


1202
Pixel Art / Re: Talant Captain
« on: July 03, 2007, 12:55:58 pm »
i'd suggest an armor that is wider on the chest than on the belly.

1203
Pixel Art / Re: Robot Wars dump
« on: July 02, 2007, 07:35:22 am »
i was liking the blocky-ground much better ... it was somehow more "consistent" with the robots' look (like if the whole planet had been robot-ized)

1204
Pixel Art / Re: [WIP] Walking Legs..
« on: June 30, 2007, 02:48:56 pm »
you should definitely make the upper parts of the legs move more. It seems like he's doing duck-walking or something alike.

i suggest you get a look at the character animation in e.g. Flashback, Prince of Persia or Another world to improve your keyframes.

1205
Pixel Art / Re: older megaman
« on: June 29, 2007, 11:13:26 am »
hue-shift attempt + standing anim ->

hm. If i was a warrior bot, i'd avoid breathing hard when i'm aiming at a target for a mega-blast. I'd rather try to stand firm on my feets :P

Otherwise, the move is nice for a resting pause if the arms were more relaxed.

1206
Pixel Art / Re: Shoot em Up craft select, new Portrait!
« on: June 28, 2007, 03:04:30 pm »
well done portraits (both of them). The "robotic" one somehow reminds me of Power Rangers  :-\

Btw, if you're concerned by the argument "let the player be the pilot -- don't show him another figure", you could still show the guy/lady who's trying to sell you the ship -- or tips from your commander or whatever.

The font is a bit hard to read, with that glowing outline ... not so sure it's a good thing...

1207
Pixel Art / Re: Very simple Tileset, can't get textures to look nice
« on: June 28, 2007, 11:34:53 am »
your last grass tile does it much better ... the dirt is okay for small places, but imho, it is too dark and probably too contrasted for large areas such as the one on the left of your mockup...

Do not hesitate to have grass really "invading" the dirt on the border ...

probably you'll need something like "a patch of dirter dirt" so that you can break the monotony :P
don't forget to try what your character will look like on top of it, too ... *that* is what should dictate the contrast/lightness/saturation of your dirt.

1208
Pixel Art / Re: Very simple Tileset, can't get textures to look nice
« on: June 27, 2007, 09:27:26 pm »
http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/chapter5.htm

that's a tutorial i found about that kind of issues a few month ago. I think it could apply very well to the kind of things you're doing.

If you want to keep things simple and not distracting for the action, i'd suggest you get a look at a chaos engine or Zelda: Minish Cap screenshot and try to identify what makes it both simple, nice and efficient ^_^

Hint: focus on the border between grass/dirt.

1209
Pixel Art / Re: M o n i q u e
« on: June 27, 2007, 09:13:53 am »
you captured a very interesting intensity in the eyes, indeed. Yet, there's something strange just below the right eye (on the left), where you seems to have a "light reflection" below the pupil while she obviously used dark make up near that area ...

That produces an effect as if her eyes was a light source (which makes her even more mysterious), but i'd be curious to see what it'd look like with something "softer" in that area.

1210
Pixel Art / Re: Bibi the Fueler.
« on: June 26, 2007, 04:12:25 pm »
the rightmost animation isn't clear for me. Is she trying to stop after a dash ? if so, why are there "speed lines" just when she stops rather than when she dashes?

or maybe she's taking a blast ?

it also looks like she's wearing a cape rather than having long hairs in stand/run/shoot sequences ...

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