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Messages - Allegro
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Pixel Art / Re: Just starting out on my first game!
« on: April 29, 2013, 06:42:27 pm »
Well I think that honestly I'd be happy with the fourth option in this image:

1. All lines = black
2. Most lines = dark, but facial features = different
3. Just the red shirt is different (what we've been doing till now)
4. Just the -outline- is pure black, all other lines inside the body are colored
5. All lines coloured

I did the 1st one just to see, and absolutely don't like it. The again, I just don't like the weight it has. The dark colours in the interior feel too heavy and I just don't think I want it like that. I feel like 5 could work... but it's my partner's least favourite direction... so... it leaves me inclined to continue with the middle option.

I do however like version 4 there, which has a pure black outline which should proved a little contrast in all environments since I don't intend on having pure black in any of the bgs, and now the hands and such have coloured lines, like the shirt, so that it's a little more unified. Very similar to the original, but overall a little more consistent...

As for the color choice, the idea for our game is that people will be able to swap hair and eye pieces for different ones to allow for different looking characters. They will also be able to palette swap the hair colors, and skin colors to further customize their characters. This means there are going to be a variety of colors being used on screen at once to help make the characters look different. We haven't entirely decided yet if we're going to have the shirts themselves custom swappable or if we're going to control shirt colors to distinguish teams. If we don't use shirts to designate teams, we'll have to do something else, like adding a glow around the characters. I'm leaning toward the clothing color determining the team.

Either way, I'll probably be a little more concerned with refining those colors a little later

Pixel Art / Re: Just starting out on my first game!
« on: April 29, 2013, 02:56:36 am »
FWIW I find the proportions in the running animation way more charming and pleasing to look at than in the idle or walking animations. The bulky arms help justify the disproportionately big upper body, and the shape and size of the torso looks much more balanced than in the idle animation. I would much rather see you adjust those animations to match the running one than the other way around.

On another note it looks very weird to me that the red - the darkest colour - has barely darker red outlines, while the much lighter whites, yellows and skintones all have solid black outlines.

Ha, well, after a quick facebook poll, it seems like overwhelmingly my friends agrees with you. So, I'll keep the dude with big arms going forward.

I'm still not sure about the colors. The shirt is intentionally different since it's a part that we plan on palette swapping. We wanted the colors to stand out since they'll determine which team you're on.

I'm personally partial toward having line colors determined by the object that they're outlining, while my partner seems to think that all black works... but we both agree that the middle one is a happy medium...

Pixel Art / Re: Walk Cycle and Jumping [C+C]
« on: April 28, 2013, 11:16:28 pm »
The only thing that was bugging me was that his right leg had a rounded heel, but his left leg had a sharp heel.

Aside from that, I think it's working great. (the timing difference is only because the program I'm using, aseprite, did not recognize the timing of your .gif for some reason... I didn't edit the timing intentionally)

Pixel Art / Re: Just starting out on my first game!
« on: April 28, 2013, 10:24:13 pm »
Thanks Seiseki, I'll be sure to read that thread. It looks like a very good resource.

This is my first time doing character animation in about 8 years, and the first time doing it in this method, so it's kind of fun to get back into :)

It's interesting to see another take on the shading of the character, but I think I'm looking to keep things a little more flat/graphic than that.

Pixel Art / Re: Just starting out on my first game!
« on: April 28, 2013, 05:23:15 pm »
Thanks Jigsaw
I hadn't considered the option of holding each frame a separate amount of time. I've gone back and edited my idle and block animations get get something a little more smooth.

I have about 30 cycles I have to rough out in the next week, so it's going to be a busy week for me :(

Here's what I've done so far. (I want an extra frame in the jump just before landing and since I hope to reuse the bottom pose for our crouch... I'll probably see about adding an extra frame before the crouch too... unsure if it will be the same frame that will be used at the end of the jump. Also, I plan on fixing the size of the arms in the run, though I like them looking bulkier in the block and doublejump/tumble)

Pixel Art / Re: Just starting out on my first game!
« on: April 21, 2013, 06:33:28 pm »
I agree to an extent, but there are a couple of problems... one being I just don't think I have the bandwidth to get all of the animation done if I increase the number of frames that will be in all of the various cycles.

If that weren't an issue, I could slow the fps down a little to help it be slower, however another problem is that at the size I'm working at, the character is only moving a very small number of pixels. The character you pointed out is larger, and so there's more resolution to play with subtle motions in... I'm not confident in my ability to make this more subtle at the scale that I'm working at.

Maybe it would be more appropriate to take out the animation, and leave it more like a Megaman or Battletoads style keep-alive where he just blinks on occasion? The characters are going to have multiple weapons that they can pick up and throw and swing, which means there will be multiple stances per character... so I'm trying to keep the stuff as graphic and the animation as limited possible

Now Scott Pilgrim used more frames of animation and looked great; but I felt that what I was doing might be a nice compromise between that and the old NES style idle animation :

edit: meant to include an updated foot animation... I think it does actually make a difference.

Pixel Art / Re: Just starting out on my first game!
« on: April 21, 2013, 05:32:51 pm »
Really enjoyed looking at your work so far!
Great job...  ;D

Based upon Cyangmou's comment,  here might be a quick fix for your thug's proportions... it may not be
perfect yet but perhaps it might lead you further towards a better endresult.

I didn't really want to change the proportions and create a larger sprite the way that you did as I feel that their size is how I want them, but I did refine their look a little. I think this is how I'm going to proceed. I have to start animating jumps and walks and runs today.

Here are the two versions side by side:

Pixel Art / Re: [WIP] Jenny In Space!
« on: April 18, 2013, 06:33:46 am »
yeah, I'd definitely make it more contrasty if she's going to be over a black background, but it would help if you could give a frame of reference so that we know what it will look like when the game is full screened

Pixel Art / Re: Just starting out on my first game!
« on: April 18, 2013, 06:31:52 am »

I'm unfortunately going to have to leave it as is, and focus on animation for now, but I do plan on fixing it up... hopefully before the end of May.

Pixel Art / Re: Just starting out on my first game!
« on: April 16, 2013, 05:02:54 am »
Painting takes me forever :'(

still want to do more clean-up to the main land elements, but I feel that the barrier in the midground is working much better than it was.

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