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Messages - Cheetah
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11
Pixel Art / Re: [WIP][C+C] platform tileset
« on: April 12, 2015, 01:06:12 am »
Have you checked out the Open Pixel Project? It seems like you are going for a really similar look.

http://www.pixeljoint.com/forum/forum_topics.asp?FID=23

12
Pixel Art / Re: Tiles C&C
« on: April 05, 2015, 01:28:37 am »
What is your end goal? It is such a large piece, where are you going with it? At this point you have a lot of great detail on the buildings, but the sidewalks/streets/dock are just so large and wide open that even though they are well pixeled and detailed they look bland.

I think you might need to take a break from polishing what you have and start adding new assets. Start filling the streets with objects and maybe people eventually. After you have developed some more skills and filled up the environment more maybe then you might see ways of improving what you have now. The alternative would be calling this done for now and moving on to another piece.

13
Pixel Art / Re: Tile help
« on: April 04, 2015, 01:27:39 am »
I think the angle on the ship is looking pretty decent. It might just seem weird because everything else is pure isometric, but logically it works. Particularly if you add objects later that aren't at the pure isometric angle (if that makes sense).

Other thoughts:
1) The grass is way too busy. The intense detail distracts from everything else that has larger pixel clusters. In general the scale just doesn't work, because it looks like grass with little doll houses.
2) The outline on the ship is way darker and harsher than everything else. Maybe you are doing it to make it stand out more, and maybe it looks better in motion during gameplay.
3) Is that shadow bigger than the ship? That isn't how shadows from the sun work, it is impossible for it to bigger (right?), particularly if you are trying to convey that it has distance from the ground.

14
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: March 24, 2015, 03:44:40 pm »
New designs are an excellent improvement and balance of the previous iterations. Just from a design point, you might think of giving him a white shirt and maybe a bandana. More pirate themed instead a random shirtless guy. Plus having the bandana be blue would make the color scheme more consistent across his evolution. I like the ghost and goblins armor mechanic used in this way.

15
Pixel Art / Re: I haven't posted in 9 years
« on: March 18, 2015, 12:00:37 am »
That is a pretty amazing tutorial you have there PileDriver. Please include how you do the steps with the tools you use and post a true tutorial somewhere. Awesome.

16
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: March 17, 2015, 02:22:59 pm »
I'm liking the new character design. In terms of colors, I prefer the higher color count. However, I think the more important thing is how the character looks in the environment he is in and having him at last closely match the palette restrictions. So that would likely mean the more restricted character palette is better.

17
Pixel Art / Re: Fire Emblem
« on: March 14, 2015, 10:31:29 pm »
I love the transition from more to less detail in the background according to distance. It is really effective of adding to the illusion of depth. The tile approach might be more traditional, but I like the characters straight on the background. If anything you could just make it wider so it could scroll if you have an archer attacking a melee character. Both sprites look amazing, great style and proportions. How many colors?

The new portrait has a similar issue as the previous one. I feel like you are making the character's right cheek to large and rounded. It makes that cheek look fat, while the contour of the other cheek is obviously much more slender. In reality it is a very minor edit.

18
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: March 08, 2015, 11:40:23 pm »


Some good points! Jury is not out yet, just seeing if it works before deciding.

Worked for Zelda2 & TMNT on the NES so lets see.

I was going to use those as examples of the multiple perspective not working... Nothing wrong with experimenting, I'm just so digging your horizontal tiles.

I will let the Angry Video Game nerd make my points.
https://www.youtube.com/watch?v=XjUz8IT0CYg

19
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: March 07, 2015, 06:02:18 pm »
The bar interior looks pretty good, but I really feel like you should just stick with one perspective for the majority of the game. Here are some quick thoughts on what having two perspectives would do to your game:

Cons:
-Way more pixeling
-No reuse of tiles
-Jarring for the player
-More coding
-Multiple control schemes (not good)
-You might be able to reuse characters sprites, but part of the successful illusion of pixel art is maintaining a consistent perspective. The same character sprite might look good in both perspectives in isolation, but the player will notice with constantly switching between the two and then it will start breaking the logic behind the illusion.

Pros
-Varied gameplay (but not really if it is just a different way of walking around and talking to people)
-More distinction between outdoor and indoor environments (for what purpose?)
-Better visuals with the new perspective (if it looks better than why wouldn't you use it everywhere?)

Food for thought, I would like to hear your rational. I'm digging the art style and the esthetic. Love your perspective post Cyangmou. There should be a thread devoted to getting a consensus on terminology for various types of perspectives/projection with examples and then make it into a tutorial/guide/lexicon.

20
Challenges & Activities / Re: The Daily Sketch
« on: January 18, 2015, 01:36:04 am »


Ugh, I'm so busy with work, freelance stuff and preparing to move out that I have no time to post here... so have some animations for one of the freelance project I'm working on :(

You are doing great stuff with the eyes and facial expression that really add to the animations.

Idle: A very slow and minor rustle to the cape might add a bit of movement to the rest of the sprite.

Crouch/Grab: Looks good. I will note that in other previews I have seen, that the pull animation that I suppose follows this I am not a fan off. Bending all the way over to pull is just physical very difficult and doesn't provide good leverage, and the animation look awkward.

Run: Animates well and I like the movement of the cape, hair, and glasses. She just don't look to be going very fast and is kind of skipping rather than running. If it is just a walk animation then it will probably work fine.

Roll: So if this is actually two animations, one for face planting (tripping) and the other for getting up after being knocked on her back, then they look great. If it is supposed to be a full roll animations, then it looks really awkward. She needs to be tucking her head in and scrunching into a ball if she wants to roll.

Jump: Amazing, spot on. Excellent use of stretching in your animation with the cape. Also nice details like the cape fluttering and her squinting one eye as if she is moving quickly. It adds a lot to the animation.

Attack Fall: From her stance and facial expression I'm guessing she is supposed to be holding a weapon as she is falling to attack. Looks good.

Fall: So you utilized the stretch well, but you need to use a bit more squash to really sell this animation. Often the stretching and squashing exaggerates proportions briefly, but instead you have this awesome cape to take advantage of. The cape should flair out more at the peak of her jump, but even more so when she lands she should crouch a little more and flair out the cape a good bit. I think you could do this without adding extending the animation so you still maintain really responsive controls.

Bow: I really like this animation. The bow pops in rather abruptly and could use an extra frame of reveal. This would slow down the attack animation a bit, but maybe that would actually be desirable from a gameplay perspective.

Not Featured:
Rope Climbing: I know Mega Man has established the tradition of looking at your character from the back while climbing, but I think with a rope Crown might look cool facing forward as she climbs up. Might be worth experimenting with.

Push: It might just be a wip animation in Zack's previews, but I feel like Crown needs to be leaning into the object a bit more. Again there needs to be some squash, and probably some stretch would help the pull animation.

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