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Messages - ndchristie
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Pixel Art / Re: Ice Giant, take two
« on: December 20, 2010, 11:03:14 pm »
I think there's a few things going on here worth mentioning...:

1 - technique does not have to be entirely consistent, sometimes differentiating mark is good, but the crisp, even, 1-pixel graphic detail on the hammer really works against the sludgy shading on the body.

2 - quickly adding wounds to a bad pose doesn't make it more convincing.  Why are his feet pointed in?  few enough people do that when they weigh nothing, but this character is supposed to be hulking and out-of-breath.  What creates the impression of imbalance is a character who is trying very hard to steady himself.  nobody in pain is going to angle their feet and knees in like that, unless they *want* to fall over.  it's just not right.  try redrawing the pose as someone trying to stand properly, but perhaps can't...pose like that and feel the best way of positioning yourself.  run around the block if you must.  i can almost guarantee there will be some variation of:
- spread knees, around 90 degree turnout
- rump high, torso leaning far forward
- at least one hand resting on knee or lower thigh, elbows bowing out

General Discussion / Re: A skin appears!
« on: September 20, 2010, 02:12:58 am »
I'm not necessarily opposed; i think it could be much more internally consistent and will take a lot of getting used to.  I wonder that it doesn't feel most like a novelty skin.  but it's hardly 'unusable'.

I've more or less become a lurker here anyway so don't necessarily heed what i say.

Pixel Art / Re: Unofficial main character[WIP]
« on: September 18, 2010, 06:49:06 pm »
whats wrong with the cape, and indeed much of the sprite, is that it's not really informed by its own needs.  I'm not a stickler for realistic anatomy, however i think that there's a lot of noodle shapes going on and the cape is sorta stuck on top without really considering how it would attach to or fall around the character.  The breastplate and boots likewise are just filling a space with a material color. 

there's a few things to think about with each of these pieces of equipment.  what si the shape of the breastplate? how does it move as he moves? where does it fasten?  how is he mobile, and how does it break away from the arms and traverse the neck+shoulders?  what is the shape of his leg armor, and how is it fastened?  what is the shape of the cape?  although it's a classic superhero cape, these have never been worn in real life.  there are many types ofcape and cloak that have been invented by people who actually would wear them.  little known fact - most capes have sleeves or at least holes to reach the arms through, because it's very hard to keep a straight cape out of your way.  see .  This is true for all capes and cloaks worn by crusading knights as well, which is where we generally get the medieval inspiration.  otherwise we wear a poncholike garment, which raises over the arms to allow for mobility.  other capelike garments for combat are things like the jackets worn by later cavalry troops - a full coat fastened by a cord or chain at the collar and hung loosely over one shoulder.  fighting in a superman cape would be nearly impossible.  when one does see a full cape or cloak without sleeves, such as those worn by religious figures, it is almost always ceremonial and kept outside of any practical role.

2D & 3D / Re: Question: isometric in 3D
« on: September 04, 2010, 03:42:37 pm »
Most typically you will be working on square or otherwise simple geometry tiles.  If you only have 1 angle of view a la breath of fire 3, you can pixel on depth by putting a diagonal projection into the space, like this :

If you're doing it more like FFT where you can rotate fully around, you will be relying on geometry to establish planes and can only draw on minimal, orthographic-like depth :

EDIT for clarity of first image and link to second rather than direct

Pixel Art / Re: [WiP] Sprite Base and Tiles
« on: July 20, 2010, 05:37:09 pm »
the sprite's body is quite quite nice, but i have to say the shape of the head is a complete letdown by comparisson.  I think it needs a real redrawing with the same style and care of the lower parts.

Also, you know this sprite is not isometric?  Those tiles will look strange with him; far better for them to be *much* compressed vertically or his stance taken from a much higher angle.

The tiles themselves, they are a bit noisy and feel like they're missing confidence in the texture.  Id suggest working them in light and shadow like your character's body rather than form and noise.

Pixel Art / Re: NES Mock Up
« on: July 16, 2010, 05:44:58 pm »
The detailing on those bushes combined with the high sat color really is bringing them forwards and losing a lot of background depth, the same should be said for losing the periwinkle color.  Simpler forms and that one extra layer will help bring back a lot of that depth and abience that you had to start.

Pixel Art / Re: char & dirt
« on: July 15, 2010, 05:32:26 pm »
thanks! something like this for the elbow?


Pixel Art / Re: My pixel art website
« on: July 01, 2010, 12:47:00 pm »
About the tread, *can* we go back to locking or at least marking things like this?  Or maybe just move it to the off-topic forums?  I don't get much time on this forum (or any) anymore and it is still annoying when these types of things come up; I feel like I've seen 2 or 3 of these lately and with everyone getting in on the joke this particular one has been at the top at least since yesterday, making it look like something that might actually contain pixel-art.

Pixel Art / Re: Platformer Character + Enemies
« on: July 01, 2010, 01:50:10 am »
How's this then?

I don't think you solved anything.  The arms are still straight down which is making the hand hard to distinguish as well as making the wrist look broken.  They still taper the wrong way (towards the back) and do nothing to communicate "I am a pistol."

In general the character's impression is "i'm bored and uncomfortable."  It could be trying to communicate coolness, but it falls a bit flat - namely because there's no direction to the action and the pose is not 'slick' in any way.  I think he at least needs to point his arms at 45 forward or more.  The eye is also getting invaded by that extra piece of hair which gives him a pretty serious "I'm half-stoned on my anti-depressants" look.

Here's an edit trying to keep some of the character i see in this guy but starting to make him a character that you could see actually having a game about him worth playing :

Pixel Art / Re: Platformer Character + Enemies
« on: June 29, 2010, 02:11:31 pm »
I find the guns difficult to identify visually. I can see the whole machine, it just doesn't resemble a firearm to me.  It seems to taper towards the back and end in the front of the hand - there's no place for us to identify the actual mechanism, just a barrel.
I'm also not sure the stance iw roking, it looks like they were pasted onto an idle animation.  He'd have more life if his arms were at least party raised.

As far as gunfire, definitely wouldn't fire the two pistols at the same time, but the one on the right is still pretty strange.  It's like it doesn't know how to handle recoil and sets up a big reaction in things like the hair without hardly moving the guns.  Extending the arms should help with this, but more implortantly I think you should consider gameplay first and then redesign the character as need be.  Even automatic pistols, which have large (should be visible I think) magazines should get off around 20 (40) rounds before you should really show a quick click-up-reload animation.  I'd say that you should do this earlier even.  If you're not going to have him reload, I think you need a slower firing rate and make the gun more laser-blaster-y.  That or just give him a machine gun.  This isn't necessary of course, but if your designs don't inform function... well, the confusing animation that you've ended up with is one of the expected symptoms.

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