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Messages - PypeBros
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81
Pixel Art Feature Chest / Re: [C+C][WIP] Sprites for a beat'em up
« on: July 23, 2014, 08:12:27 pm »
confirming the knee-position issue: lower legs are too short compared to tights. You have impressive technique and ambitious animations, btw.

One thing bother me with the run animation. speed should be maximum when the elbows cross the spine, and slow down/be ammortized at the extreme of the pendulum.

82
Pixel Art / Re: [WIP][C+C] character sprite
« on: June 20, 2014, 12:56:44 pm »
Imho, what you mostly miss is vertical movement.
Your head doesn't turn when you're walking. Your shoulders do, and so do hips, usually in the opposite way.
His arm seem to shrink when un-bent, too, and his hands are surprisingly changing size.

83
Still alive. Took some time to improve the pixel art of the pillar, although I'm afraid I sort of broke the continuity of the tiles. the middle part still need work.


84
Pixel Art / Re: [NES-like] GunRage
« on: April 24, 2014, 07:54:29 pm »
lovely roots and in-ground leaves for the jungle set. I get the feeling that your modular palmtree would look more natural if you had some stronger lightning on its bark.

85
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: February 26, 2014, 09:26:11 am »
Welcome, Deejay :)

86
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: February 22, 2014, 08:04:44 pm »
It's difficult to cut off sprites in the playfield if they move to the borders, because the status display uses 8 sprites and there can only be 8 sprites in a row. What about building a new status display that only uses 6 sprites? (Then there are 2 sprites left for game objects in that area, which works fine)
A: old status display (8 sprites)
B: new status display (6 sprites)... boring
C: new status display (3 x-zoomed sprites + 3 normal sprites on top)... meh... I don't know... Any hits for a status display?
I've seen games where the status moves away as the player approach this region.That could be an option ?

keep it up ^_^
All these workarounds could be avoided by tricky programming. (And some C64 games are avoiding these) But sometimes, you have to be a lazy cow to save some time, otherwise you will never finish a project!

to be continued...
[/quote]

87
Pixel Art Feature Chest / Re: Forest tileset... rocks [c+c]
« on: February 12, 2014, 12:24:14 pm »
No issues with the colours, and I still love your clusters as much. Those beautiful flowers you have, however, make the scene look more artificial (as in garden), imho, especially given how they stick to the grid. The flat, white ones are those that work best imho. They get a bonus for a second variant (be it blue, yellow or orange), but again, mixing all the colours together is something you make in a garden, but that I'd not expect from wild life. As a level designer, I'd likely as you for logs instead of flowers-to-line-up, but I might be happy to pick one of those higher-flowers and use it as a way to make specific locations more memorable.

some experiments:

- variation on how much "higher grass" you have around a tree will reduce how "similar" tree look.
- allowing half-tile alignment on flowers could make them look more organically-placed.
- for some flowers, a 2 or 3-tiles patch might work better than individual items.

Any ideas for NPCs or monsters ?

88
Pixel Art Feature Chest / Re: SHMUP mockup
« on: January 10, 2014, 04:19:42 pm »
Of course I just had to start with the most fun bit, so I animated the mecha.
It's a bit rough still.


It's a mecha, so it's free not to be bound by human anatomy, but I intuitively expected the torso and left shoulder to rotate together with right shoulder when it aims before shooting.

89
Pixel Art / Re: Platformer character animations
« on: January 09, 2014, 04:11:53 pm »
Quote
Kids these days with their immediately responding controls. They've never played Prince of Persia!
Prince of persia had very dedicated mechanics, partly because you never use jumps to overcome spikes or avoid ennemies/thrown hazards. You've got your sword for that. If you try to inject PoP's animation into a mario/sonic/kirby/dukenukem/superprincesspeach-like gameplay, you end up (imho) with a torture engine such as Infograme's Fantasia-on-Genesis.

As part of game design, you usually decide which laws of physics you will comply to, and which one you'll allow the player to break.

As for the animation, I note that the first airbone frame is way too far away from the one on the ground, which makes your animation look like she magically got beamed mid-air.

I'd say you can compensate the lack of anticipation for the jump by a frame that shows how much energy was involved into this sudden dash-in-the-air (there's a lot of this in DragonBall comic), for instance stretching or blurring the foot that just kicked the ground so hard, but bringing all the rest of your character's mass upwards.

90
Pixel Art Feature Chest / Re: Pacific Grove
« on: January 05, 2014, 10:41:06 am »
The composition is a bit unbalanced... Tree on the right, empty on the left, and the slope of the mountain draws the eye toward the center-ish.

It somewhat make sense for a shore picture, no ? I mean, there's little the ocean might show but boats. Possibly, the clouds could be shifted so that they're over the ocean.

To some extent, I get the feeling that those trees have no room for their giant roots. If the ocean has washed the rest of the ground up to the point it comes to contact to such trees, we should see roots going through the ground here and there, imho.

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