Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Vakinox
Pages: 1 [2] 3 4 ... 7

11
@Mathias: Using GIMP at the moment, which doesn't have skeleton animation etc. I don't think.

So am having to animate by hand, drawing each individual frame.
Isn't the software, more like Pix3m stated, it's mostly about skill and artistic talent.

I'm thinking software that provides skeletons for manipulation to create animation will help provide an easier way to get satisfactory results,
instead of having to hand draw everything frame by frame.

Do you know if this program Spine provides good support for 16x16 sprites?

12
@Mathias: The Trouble is making a quality animation for walking and sword swinging for Gameboy style sprites (8bit color depth).
Done been through every tutorial, and still having problems correcting animation. IDK if it's just poor artistic vision or technique.
After working on the walking animation for a couple years, I've finally got some good progress going though.

@Pix3M: That's what I thought too, but I'm looking for something that is lower definition.

13
http://www.brashmonkey.com/spriter.htm

Been having personal trouble working on properly animating my sprites for a 3/4th perspective RPG.

Anyone had any experience with this program, or can recommend it to me?

Here's a video of the program: http://www.youtube.com/watch?v=Y5PBw4aCVNQ&list=TLjEzylOm_c-w

14
Pixel Art / Re: Warring Cities
« on: July 09, 2013, 07:59:45 pm »
The newest perspective on the bottom has my vote.
Absolutely.

15
Pixel Art / Re: [wip] RPG Mockup. C&C
« on: July 02, 2013, 03:37:30 pm »
Apologies for the late update, had surgery to remove my wisdom teeth.

Attempted to implement the advice that was given, but progress was difficult.
After converting the scene into tiles, this is what I come up with:



Then I went back and worked on my old graphics, improved them.
And tried to translate them into a suitable scene relatable to the one you gave.



All in all, it still isn't great and has loads of room for improvement.
I'm really having trouble attempting to manifest whatever was visualized during the pseudo-graphic's creation.
It's very creative, original, and something I would like to figure out to materialize in image, but it's hard.

Any suggestions, advice, etc? All contributions welcomed.

16
Pixel Art / Re: [wip] RPG Mockup. C&C
« on: June 24, 2013, 06:35:27 pm »
[Update:]



Changed the Black to a brown color to soften the clash in the picture.
Also, straightened to tree a bit more and trimmed the size of the base and the stump.
Edited the street light, removing jagged edges and made more appealing.

Look any better?
What else can I do?

17
Pixel Art / Re: First Attempt at Pixel art
« on: June 24, 2013, 03:37:51 pm »
Now it seems like the leafs are a little under defined  :-X but the shading looks a lot better.

Actually think the new one is an improvement...
the leaves blend together to actually form like a treetop,
rather than separate bushes clumped together at the top of the tree.

My criticism mostly lies with the trunk.
It could use some pruning on the roots (shouldn't stretch that far out),
Maybe a different color too, the light brown really throws it off.

18
Pixel Art / [wip] RPG Mockup. C&C
« on: June 24, 2013, 02:55:37 pm »
Need a bit of help on some tiles to forward progress on a mockup for GB-style game.



Attempted to create a 2bit Pine Tree and a corresponding stump,
because the tress are able to be chopped down in-game.

The tree needs more work, but I'm a bit stumped on how to correct it visually
And have it suite the shape of the leftovers.
My progress so far:



Also, there's a lightpole/streetlight that may need a little C&C too if possible.



Any and all contribution is welcomed.
Please comment when possible.

19
Pixel Art / Re: First Attempt at Pixel art
« on: June 15, 2013, 01:25:52 am »
Sorry, but quick intermission.

You make that look like magic in front of my eyes.

How in the hell, and how long did it take you to do that?

20
Pixel Art / Re: *Feudal-Style Japan Tileset* *WIP*
« on: June 13, 2013, 11:22:39 pm »
There's perspective conflict on the buildings. On the top-center piece, you have diagonals that are conflicting with the bottom walls they're overlapping.

Probably be best just to remove the diagonals all together, cutting it off at the vertical.

. . .

Great job on the detail, but at this level requires a great deal of work.

However if you feel comfortable with it, then stick with it (just warning).

Shadow from the tiles onto the wall is needed, and from the wall onto the grass.

The grass tiles are also very busy compared to everything else, and reveal tile outlines (diamond diagonal) if you look closely.

. . .

I'll try to do a bit of work on the sprite for you, and get back if I can.

Novice here too, so take my advice with a grain of salt.

Pages: 1 [2] 3 4 ... 7