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Messages - tocky
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General Discussion / Re: Actual impact of Video Games
« on: July 12, 2007, 04:41:42 pm »
I don't own a current-gen console. Currently all I got is my PC, which is too old to play last year's games, and a gamecube, which is starting to seem sort of a foolish thing to hang onto. I'm mostly into RPG/adventure style jobbies, and basically won't play anything else unless it's really excellent, so games that'll appeal are few and far between these days. I don't really keep track of what's coming out anymore. Mostly I've been flipped onto indie games and emulation. But still I'll prattle incessantly about games to anyone who'll listen, and spend a fair bit of time reading up on people's design theries, trying to come up with fun game mechanics, and stuff like that.

Quote from: Xion
videogames, still in their infancy compared to both movies and especially music (which is like two thousand years old to movies' eyeblink of an existence)...

That's kind of a tetchy statement. Video games are just the currently-most-popular iteration of gaming, which is ancient. Video games are to games what pop is to music; what cinema is to drama. Gaming, like drama and music, has always been vastly popular. It's just technology, direction, and globalisation that makes them seem so different to their predecessors.

Pixel Art / Some sprites, need help with animation.
« on: July 12, 2007, 03:49:29 pm »
Okay. You're going to have to imagine the transparency because I haven't yet found a animating program that is both free and not retarded. It took a long while to figure out that the free GraphicsGale doesn't output gifs. These were put out by Microsoft GIF Animator, which is pretty far short of an ideal situation.

swim/fly upwards in bursts:

(with wings, for the flying. those aren't done yet.)
Basically, I'm trying to do it so that the top ends of the sprites are pretty static, and without arms, so's I can paste stuff over the top of the sprites and have everything still work.

General Discussion / Re: Introductions
« on: July 12, 2007, 03:04:59 pm »
cave story... knytt
Easily my two favourite indie games.  ;)

General Discussion / Re: Introductions
« on: July 11, 2007, 11:43:56 pm »
I'm Matt Rundle. I'm 18. I've been pixeling the past few years, but not a lot. I'm trying to pick it up.

Some of my stuff:

halfdone adventure game art, from last year.

and the game I'm ostensibly working on at the moment.

I'm a student programmer. I don't really know how to make games yet, but it's what I'd like to do.

Pixel Art / Re: [wip] goofy funkman
« on: July 11, 2007, 11:52:26 am »
I think the problem with this is that you're coloring abstract lineart in a somewhat realistic fashion.

I realize that. That's half the fun, right there. I'm just not sure I can pull it off.

Is this better?

Pixel Art / Re: Dragon sprite
« on: July 11, 2007, 09:55:30 am »

second is just substitution, trying to separate hilights, shadows, and midtones
third is my estimate of your current lighting situation, without the scales.
fourth is how I'd try to set it up.

It seems like you're using more colours than you need, and your colours aren't contrasty enough, in any case. Try to pick a distinct hilight, midtone and shadow colour for each differently-coloured bit of the dragon, then stick to those. The blue colour you're using for hilights on your greens is a bit far off from the green. Besides, why is the light making the greens cooler? Usually, your shadows are cooler and bluer, and your hilights are warmer than your base colour. It depends on the colour of the light.

Mostly the trouble with your shading is that you aren't using as much shadow as you should. I lost some shadow in the substitution, but there's not enough there in any case. Oh, and your wings are too flat. They ought to stick out more.

Pixel Art / Re: Sidecrollin' excessively tiled fun fest 2007
« on: July 11, 2007, 07:18:37 am »
Top half is tiling pretty well, but there's a obvious sort of sine wave pattern going at ground level.

Quick and dirty, but you get the idea.

Pixel Art / Re: [wip] goofy funkman
« on: July 09, 2007, 08:12:46 am »

I don't think 'a bunch of dithering' will prove to be the solution I thought it might be.

Pixel Art / Re: [wip] goofy funkman
« on: July 08, 2007, 12:19:05 pm »
I'm only hanging onto the outlines until I get the surface shading figured, but maybe it is a bad idea?

This top forearm is really killing me. I'm trying to sculpt it so it looks like a real arm without actually changing the shape of it.

Pixel Art / [wip] goofy funkman
« on: July 08, 2007, 09:33:58 am »

Lineart by Greenwing, pinched from the lineart thread. Been having trouble with anatomy on the arms and torso, been trying to just fudge it, but some help would be much appreciated. Any other crits; also awesome. I don't have a much experience with this stuff.

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