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Messages - BatElite
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Pixel Art / Re: [WIP] [C&C] WrestleBot Character
« on: September 25, 2015, 12:47:04 pm »
I couldn't see much in way of idle animtions in Megaman X; The bosses don't spend much time idling between attacks.

The first idle has too much movement to display in 4/5 frames. If you're going to use the simple one, you can at least move the arms around a bit:

As for the flinch, you probably can't reuse much of the torso if it's meant to be tilting backwards. The bot looks a lot fatter in the flinching state than in the standing pose.

Pixel Art / Re: Main character walk animation
« on: September 21, 2015, 07:21:22 pm »

Updated the thing a bit. I'm assuming that advice at the end is for future animations, and not this one.

Added more bob and changed the left shoulder. The right shoulder now looks weird in comparison and the tail is still meh.

Pixel Art / Re: Main character walk animation
« on: August 23, 2015, 09:11:47 pm »

Finally managed to animate the torso and arms. I've evidently been very productive last month.

All I need to animate now is the tail, and unless the are any problems with what I have now I'm happy with this.


Not happy with the tail yet, but I'm not sure what exactly is wrong. I do need to fix the space between its legs.

Here's the part sheet so far:

Pixel Art / Re: [C+C] old school adventure game character
« on: August 22, 2015, 10:24:21 pm »
It looks very weird to me that the swirley ribbon suddenly stops when the characters body starts forming. The body forming takes quite a while as well.

Pixel Art / Re: [C+C] old school adventure game character
« on: August 22, 2015, 09:34:53 pm »

You can put the image directly in your post by putting the image URL between the image tags. You'll get them from the button with the tiny Mona Lisa.

As far as the image itself, it seems to be broken.

Pixel Art / Re: Help on animation[Walking]
« on: August 20, 2015, 07:45:38 pm »

I hope that's the correct animation. There's one stray light pixel, but it's the same colour as the site's background.

As far as the animation goes, the most obvious problem is that the thighs and upper arms do not move. You can reduce further stiffness by animating the tail and head.

Pixel Art / Re: [WIP][C+C] Tileset and sprites for retro platformer
« on: August 20, 2015, 07:27:42 pm »

Some thoughts on the rocks moslty.
I don't think the newest rocks are an improvement. I would extend the rock layers from the surface and make them blend in the further you go.
You probably also don't need outlines on your environments.

Pixel Art / Re: [WIP][C+C] Waiting for Godot Scene
« on: July 14, 2015, 10:27:50 pm »

Quick and sloppy edit just to show some ideas.

-Altough there is a horizon, most things aren't in perspective (mine probably aren't either). It's most notable with the path, which should shrink as it recedes into the background.
 The boots and rock woud probably be too tiny to see near the horizon, while the tree would be very small.
-The height between letters is inconsistent
-If the tree is being lit by the moon, it would be mostly dark (my trunk is still very wrong).
-There was a lot of barely noticable noise with the more used colours.

As far as the grass goes, you might want to imply some tufts to break the monotony. Exaggerating the worn away grass at the edge of the path would make it read better.

Pixel Art / Re: Main character walk animation
« on: July 09, 2015, 09:09:29 pm »
This isn't dead yet.

Still haven't done anything with the arms, since I've only worked to fix things according to hapiel's latest advice. I procrastinated a bit and a new Terraria update didn't speed things up either.
It thus still looks weird but I think the legs are all right for now.
I just noticed that all the .gifs I uploaded are going faster than they should. Am I doing something wrong with them?

Pixel Art / Re: Main character walk animation
« on: June 29, 2015, 12:03:56 pm »
It is a bit fast for a walk! Why do you give the main character a walk and not a run?

I never noticed it was too fast, but a run seems like it'd fit better. I'll try to mock up a running animation soon.


I Frankensteined the walk into a run. I'm aware one foot barely moves at one extreme for a frame, as well as the jittery shading on the front leg.
Unless there is something horribly wrong with this, I'll get to animating the arms and whatnot next time.

I just noticed that it still looks like a walk, moslty because the torso isn't moving. oh well.

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