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Messages - Cheetah
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2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: September 22, 2015, 09:44:19 pm »
Great looking thread. I wanted to add that there is also a detailed GDC talk titled "GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D" by one of the lead artists on the game. Sorry if someone else already mentioned it.

Pixel Art / Re: Dark platformer mockup [WIP] [C+C]
« on: September 17, 2015, 04:15:39 am »
I'm loving the style and design. I feel like there is a huge missed opportunity with your palette and lighting though. You have this great purple and dark sky, but all your lightening and colors look very typical, as if it is the middle of the day. See if you can get some cool color highlights incorporated.

Here is an excellent piece to kind of explain what I mean:

Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: May 31, 2015, 01:44:10 pm »
Good to see more of this. Art style wise, everything is getting a bit too dark and muddy, not sure when this happened. Definitely feel that palette needs to be brightened or more contrast. The ladders are nearly invisible, since they can be interacted with they should stand out more from the background. I like how you used the 3D to help with the anchor animations, but I'm not a fan of it with the eggs and the octopus. But it is a style choice so as long as you make it looks good and consistent hopefully it will work. Oh and the best part about having the cool visual change as you take damage is that you can get ride of the cliche heart health system and just having the player himself be the indicator of how much health the player has.

Pixel Art / Re: Fighting Game Animations
« on: May 30, 2015, 01:52:10 am »
The character design is better and your pixel art skills have improved, but you have gone completely backwards in terms of the animation. All the previous work to get good speed, rotation, and impact developing in the previous versions of the animations has disappeared. The current punches just look so wimpy and unnatural. Reread the feedback from your previous attempt and make sure to have good references to get the form and the pacing of the animation better.

Major Error on OSX. I downloaded and opened the newest version. I doesn't show up in my Dock in the bottom or my opened applications in the "Force Quite" menu. ESC and Command/Control +Q are not closing the program. In desperation to close the program I pushed the fullscreen modes on the program and tile selector, I also can not collapse those. How do I close out of your program without restarting my computer?

PS: Feature suggestion, being able to change the palette of the selected tiles so that if you have a repeating tile with different colors you can just change the palette and not have a whole other tile. Old school.

Thanks for the Mac OSX version! I have been messing around with it for a bit, definitely takes some time to adjust to the controls. Here are some thoughts.

1) When zooming out on the OSX version the polys and even primary vertex disappear and there is just a black screen until you zoom in more. Appears to be a glitch.
2) Detachable Tile screen and having a zoom will be key.
3) Making buttons for more of the controls will be good, just too many keys right now.
4) Orthographic project. This needs to be an option for how you view stuff.

More thoughts about how I would use this personally. I think this tool would be amazing for making isometric maps in the style of Final Fantasy Tactics.

I think having the option to lock a base layer to build off of, and to have basic isometric views to easily rotate around with would make thinks much easier. There are also common isometric shapes that are a bit cumbersome to make with your current options (like a single unit pyramid). I get the idea of painting with tiles, instead of painting starting with shapes, but having a few basic shapes that you can quickly apply tiles onto might make things more efficient. I'm hoping to reproduce a FFT map in the next few days to test things out.

Challenges & Activities / Re: The Daily Sketch
« on: May 16, 2015, 07:17:13 pm »
I'm trying to get some practice with animation. I'm starting with just finding a stick figure frame that I like and practice that a lot before moving forward. I have an 80 page moleskin and a ballpoint ben and hopefully I will just get a little something drawn every day to post. Today is Day 1, and I just copied some stick figure references.

I'm very impressed by this. Can your files be easily ported into Blender and other such programs? Any chance of an OSX release?

Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: April 30, 2015, 10:26:50 pm »
New sleeveless main pirate is a great thought for the base health state. Making the jacket a bit more ragged would be an extra touch, but might not read well at such a low resolution and would add a lot of extra animation.

Generally I'm loving the new characters. I'm digging the colors in general and appreciate the ethnic variation. There are a few things that could improve with another pass:
1) The hands and lower arms of #2 & #3. I guess they are supposed to be resting their fists on their hips, but their hands look a bit twisted and dumpy. Perhaps open hands around their hips would read better.
2) There are a few odd blocks of color, particularly on #5's hat rim and body, and #6's apron.
3) Your white shades may be too similar, with your shader needing to be darker. On bright monitors (like mine) I think the contrast is almost nonexistent.

Keep up the great work, I'm loving this project.

Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: April 26, 2015, 03:53:19 pm »
I'm always impressed by smooth pixel 3D rotations for some reason. I think the difference between 1 and 2 hearts is too subtle, it wont be clear from all angles and if there is action going on. I would recommend he loose the jacket at 1 heart as well. Otherwise loving this, though I guess I'm still not a huge fan of the gray outfit.

Do you have a TIG devlog going too?

You are developing in Unity correct? It looks like they just released an alpha build of their new 2D tools, including a tile map editor.

Last. For the anchor swing, perhaps have him carry it around on his shoulder and then swing it down from there. I think that would look a lot better and would provide a more unique animation too, so he kind of bends down to slam it down.

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