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Messages - robotacon
Pages: 1 ... 19 20 [21] 22 23

201
General Discussion / Re: special effects animation
« on: July 12, 2007, 06:43:23 pm »
My phone runs Flash Lite and got WiFi, nuff said.  >:D

202
Pixel Art / Re: c64 piece - Well
« on: July 12, 2007, 06:41:51 pm »
Your Well looks great, you should pixel the rest of the parts from your reference too.
It's funny, I hate the c64 palette but I love the grittiness of the wide pixels. Either that or I'm just high on nostalgia.

203
General Discussion / Re: Introductions
« on: July 12, 2007, 06:38:42 pm »
tocky, those are great designs!
Otherworldly in the best possible way.
I crave more! :0'

204
Pixel Art / Re: Super small
« on: July 12, 2007, 11:33:05 am »
You don't need to post images in 200% since this forum has a zoom function.
Just click on an image in a post and it zoom in you know.

205
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 11, 2007, 06:59:34 am »
Initially they did tilt around with the arm but it looked too mechanical, here's a new edit. Was it something like this you had in mind?



Also added some background to the cave.



Better?

206
Pixel Art / Re: [WIP] space-man (anim + mockup)
« on: July 10, 2007, 06:58:58 pm »
Thanks Xion, I appreciate you saying that.

I've tried to update the running anims so that there is less snap in the arms in just that one frame. In the original cycle I wanted sort of a bouncy feel but now with all the feedback it's much better with a smoother animation.



I also started doing some tiles. The inspiration would be from all the mockups I've seen on this board.
I can't say I went for something original. Perhaps you guys can come with some pointer on how to stir it up a bit.



Oh, and I almost forgot, The color schema is my variant of Arnes now famous 16 color palette.

207
Pixel Art / Re: Quick Mockup: Ice Dungeon
« on: July 09, 2007, 10:42:22 am »
Perhaps more like this?



Looks great to me.
Perhaps skip the black line between the ice hanging from the ceiling.

Now make more screens :)

208
Pixel Art / Re: Pokemon trainer EyeCraft
« on: July 08, 2007, 08:50:56 pm »
The face looks like it's been smoothed out too much. Try and give the character a distinct expression.
Apart from that it's ace material. Nice pose.

One more thing actually, should only one sleeve bee rolled up?

209
These are the only rules I follow at the moment:
I first go for the extremes, try getting those frames where the action turns.
Then do inbetweens occasionally easing in or out a bit.
Look at one limb at a time and how it moves.
Look out for wobbly bits.


There are several good books on animation that are worth buying.
I personally like The Animator's Survival Kit: A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet Animators the best.
It teaches the basics for 2d animations and is far above whats needed for creating computer animation.

210
Pixel Art / Re: [WIP] space-man (now armed)
« on: July 08, 2007, 04:03:01 pm »
There are actually two schools of thought, so to speak, on rocket launchers. I'm of the belief that rocket launchers shouldn't really display any recoil at all, but you offset that fact by dumping a metric shitload of smoke and flame out the back. Most larger weapons that I've used are built on a recoilless principle, whether it's recoilless rifles, or LAW launchers, whereby you feel no recoil from the shot, since all the propellant is blown out the [open] rear end of the weapon. Personally I think it'd look cooler with maybe a slight rearwards nudge, accompanied by a bucketload of smoke and flame out the rear.

Nice anims so far, btw. The run is nicely animated and cutesy. :)

That's true, I forgot about that. I actually had that in mind when I did the animation. I'll see what it looks like later on when an actual heat-seeker is fired.

I've had similar thoughts about the hand-gun, to reduce the recoil if possible.


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