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Messages - Grundy
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Pixel Art / Re: Perspective and Character question
« on: July 04, 2012, 05:42:13 pm »
Suppose that by some restriction the "perspective" cannot change.
This is what we have to deal with, Then how would we best fit in characters?

Pixel Art / Re: Perspective and Character question
« on: July 04, 2012, 05:23:03 pm »
Also, if an emeny would lie dead on the ground in this level. How would that look?

Pixel Art / Perspective and Character question
« on: July 04, 2012, 05:11:27 pm »

I need some of your views on this.
What name would you give the the "perspective" shown below.
And in what view would you portray characters in this?
Also, if an emeny would lie dead on the ground in this level. How would that look?
I would be very happy to see examples of this.

Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: July 03, 2012, 12:12:07 pm »
When i think of wizards. i think of beards.
Stick a beard on it maybe?
It sounds very simplistic of me but it could be a cheap and effective way of differentiating the three characters.

Pixel Art / Re: Cyborg and Robots
« on: July 03, 2012, 12:08:08 pm »
Whenever i have trouble finding cool shapes for heads/body. I grab a pen and paper and just make lots of iterations.
Just to get out as many heads as possible.
My sketches are not pretty but they get across if a particular head is awesome or not.
It's much faster then working in pixel art.

I actually find myself in a similar situation with having to design all kinds of helmets for the enemies in my game.

2D & 3D / Re: Lowpoly Charon
« on: June 28, 2012, 10:31:04 am »
Ah. Progress! 2nd Level looks very Styxxy!

if time is running out then i would not worry too much about the ground and water texture of it. It does a fine job of conveying the message.
The green glowth saves the day here.

I understand the hassle of reimporting characters. Maybe you can change their pivot so that the tail goes straight upward:

I guess you would have to update the texture but because its head is then on another place the hint of forward motion acosiated with S-cells is gone. And then it just looks more like a flame. But i suspect you already considered it. Also: i think you can change a model's hue by code.

Ill shut up about it now :) Its not really about pixelart anymore.
Carry on! Good stuff!
I want to play this game one day? ok?

Pixel Art / Re: Valley of Kings
« on: June 27, 2012, 11:30:29 pm »
Ok. i love the colours, I can't teach you anything there. (others can, not me)
But there are some things keeping it between what you have now and something truly awesome.
Forgive my blunt paint skills:

1: That diamond does nothing to me but detract from the overall power this piece could have.
The combination of colours it's made of give is slightly different from anything else in the piece.
Maybe it has some narrative meaning. But i don't know that meaning and its glinting just distracts me.
I by myself am not that important but i like to believe i speak for more people when i say this.

2: As mentioned before. That building removes the mystery of the building before it.
Being totally in the middle i get the idea that the front building is of great importance. And then there is like this big brother photobombing it with its tallnes. You can solve this by removing the building. or make it less tall and multiples of them. I'd op for the first.

3: That bridge is horizontally perfect. Seems flat in comparison with all the vanishing lines in the piece.
It destroys the depth that some other vanishing lines try to build up. There are more of theses srtaight horizontals in the piece.
That is not per se a bad thing. Swords and Sworcery does awesome things with straight horizontal lines.
But in here the balance is off. You could remove the bridge or compose it of a diagonal line.

4: It sure seems like water to me. Regardless of light source.
Where these guys overall stature disappear in the moss, Their shadow just takes over following the same lines.
Because of this it looks like i can see through the moss...Moss is not transparent.

Writing this comment i noticed a lot of other things. But i want to conclude with that it could become a very very very cool piece of art.
Please continue.

Pixel Art / Re: Jumping Pumpkin C+C
« on: June 27, 2012, 08:53:13 am »
For me it's not about realism. It's a jumping pumpkin!
The mimicking of the rubber ball adds dynamic more than realism.
Whatever we call it. I think that indeed, it should not be trumped by an easily overcome limitation.

I always give my base sprites some margin within the sprite dimension. So if i have a 64x64 sheet. My character would be 60.
This way i can have some some for extra animations.

So yeah. make it smaller, Or make the box larger.

Pixel Art / Re: Jumping Pumpkin C+C
« on: June 26, 2012, 09:27:00 am »
If i do cartoon like animations i always compare body parts with bouncing balls.
If a bouncing ball hits the ground and the kinetic energy cannot press it down any further (because of opposing force) then that energy flows on to the side. This makes the ball not only smaller in height but also broader in width.

Your pumpkin is only smaller in height when it hits its low point.Try making it broader at that moment too.
If you think that a pumpkin does not have the same physical values of a rubber ball; WB,Pixar,Disney etc animate their rocks, bowling balls and people with the same methods.
Success guaranteed.

Pixel Art / Re: [WIP] Robot Janitor Game!
« on: June 23, 2012, 10:01:09 am »
Ok, I love these robot guy´s appearance.
Do you have a weblog somewhere? i want to follow this superdope game more closely.

I think the design in the first post was better than the latter ones because of the added orange on his lower arms seems to distract from the nice focus you had on its helmet. It also breaks its tallness. But maybe this was all intentional. If it has some kind of relevant Sheppard/predator console in its arm then consider my comment irrelevant. But as a whole i like the first one best.

The bad guy. I like the idea of his powersmash. Lifting its arms way up and smacking down.
Clever how the red flashing signals an upcoming threat (damage) to the player.
I thought he was frustratingly holding his head at first. Probably because of the way his lower arms disappear behind him.

I suspect i'm probably nitpicking. And probably do so against some holy animation laws but:
In the antagonist's idle, Why does it appear as if it is processing oxygen (breathing?). It´s a robot, right?
Could be that he uses some vapor as fuel and i know the adding human traits to objects gives it more sympathy but when i think of a robot, Especially an evil one, I consider being inanimate as more appropriate.

If you think that´s nonsense and you like to keep the breathing then consider giving it a slower breathing pace. It looks like it´s aroused-scared because his chest is pumping up tempo. But from what i see he´s the one causing the trouble, the bad guy. Not the one being afraid.  There are probably some alternatives to make stuff moving on his idle. Like a distorted flicker pattern on his screen.

I think the Wally movie tackles the problem of vivifying things with inanimate nature  very well.

But please correct me if i am making no sense at all.

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