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Messages - Probo
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11
Devlogs & Projects / Re: Starr Mazer: DSP
« on: September 01, 2016, 10:23:22 pm »
wow  I can tell you've been crunching, this is really coming along! Love all the new art guys, thanks for sharing. Any plans for some sticky, fleshy, biological levels? Off to check my bank balance!

12
Pixel Art / Re: Duelyst Attack Animation Tutorial
« on: June 19, 2016, 08:13:55 pm »
great process and tips man! thanks for sharing. Great tip about not basing your rough tweens on rough key frames, I hadn't really thought about that before but ive definitely seen how messy that can get. The bit about having to learn to redraw frames rang true for me too. I think that's in part because I use a mouse for absolutely everything, so redrawing can be a bit slow indeed. maybe its time to ditch it XD

13
Pixel Art / Re: [C+C] Block "Pop" Animation
« on: June 19, 2016, 08:04:59 pm »
I like it! all the different particles moving away at different speeds is cool. has a kind of magic vibe, I can imagine it being satisfying. Have you put it in game? that often lets you see it in a new light, the best light really, as that's where it will end up!

I might add one or two more frames at the start, with the block swelling and its straight lines becoming curves, and also maybe try drastically lightening up the block's colours on a frame or two as if its being overcome with the magic energy that pops and disintegrates it.

14
Devlogs & Projects / Re: Just a simple question
« on: June 19, 2016, 07:49:51 pm »
Ive been making an action platformer for a couple of years now, it is a lot of work particularly if youre going to have a megaman-amount of mechanics/enemies/obstacles, and the workload is multiplied if youre learning on the job like me. An RPG must be lots, lots more work than an action platformer I imagine, so do the less ambitious idea first!

15
Looks really cool man, as it did when I saw it in slack! Voted for it :)

16
Welcome everyone! hope to see some of your art!

17
Devlogs & Projects / Re: Pixaki
« on: May 31, 2016, 12:49:24 pm »

1. I don't have a suggestion for an algorithm, but if its not too much work to integrate the kind of existing algorithms ai mentioned, why not add multiple algorithms and give us some choice in the UI? that would be pretty cool ive got to say

2. totally agree with what 32 said. A detailed palette merger where you can either manually decide on a per-colour basis whether it comes over (and choose which colour it replaces etc), or just apply the automatic colour-matching algorithm that does the work for you and stores the unused new colours in the palette, would be good. A 'remove unused colours' option like GG would be good, just in general palette options or a button.

3.
yeah that sounds good, Id like the option to show only the frame behind or only the frame in front though, it can sometimes be a bit confusing to see both.


18
wow jinn, theyre fantastic. great rendering and colours, and all very recognisable. 

19
Pixel Art / Re: [WIP] Zelda-Style Samus Sprite
« on: May 29, 2016, 06:01:31 pm »
try and rotate the sprite in your mind's eye, bearing in mind the perspective. for example her right shoulder will go up relative to the canvas, her left shoulder will come down towards us. facing left we're going to see the top side and the left side of her, your first attempt is missing that top side

20
Pixel Art / Re: [WIP] Zelda-Style Samus Sprite
« on: May 28, 2016, 11:09:37 pm »
try and show more of the top of the character, and have perspective taper her a little more for that top-down look. heres an edit:



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