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Messages - Xolotl
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11
Pixel Art / Re: [WIP] [C+C] Game walk cycle - Newbie
« on: January 07, 2014, 05:38:40 am »
I'm aiming for 3/4 view, like this:


I only intend to create four directions. I suppose my question is whether - in your experienced opinion - it would look OK if I drew the horizontal sprite and animation from the slight angle it's currently drawn from rather than an absolute side view.

12
Unpaid Work / Simple Walk Cycle Request - Possibly Paid
« on: January 07, 2014, 05:10:36 am »
I'm working on a 3/4 view adventure game. I've already produced some tilesets that I'm very happy with and some static character sprites. I've also got the story laid out and implemented a lighting system, movement system, inventory system, dialogue system and rain effect. I'm capable of doing all of the programming and writing as well as most sprites and tiles but I am incapable of producing an adequate default walk cycle. It's been driving me insane! I would be incredibly grateful if somebody could help me out with this.

Here is the character I need animated (along with a couple of tiles to illustrate the style - generally as realistic as possible):
http://img.photobucket.com/albums/v237/milokey/Untitled-2edit_zps3d16a089.gif

Here's my failed attempt at animation:
http://wayofthepixel.net/index.php?topic=16150.0

Movement is four-directional so I only need horizontal, up and down animations. At this point I am not sure if it would be best to depict the horizontal animation completely from the side, or from the slight angle I've currently drawn it at. That would be up to you.

I don't have much money to spare and have no plans on selling the game, but I'm willing to pay a token $20 if you produce what I'm looking for.

Thanks!

13
Pixel Art / Re: [WIP] [C+C] Game walk cycle - Newbie
« on: January 07, 2014, 04:06:19 am »
It is much easier to start with an orthographic view, a side walk cycle.

Is the cycle I'm working on not orthographic because you can also see the front of the character? If so, are there any problems with using a non-orthographic walk cycle like mine for precisely horizontal character movement? It seems to look OK in the engine, even though he's not directly facing the direction he's walking in. I'm opting for the slightly odd angle just so you can see more identifying details on characters even when you're not looking at them head-on.

14
Pixel Art / [WIP] [C+C] Game walk cycle - Newbie
« on: January 06, 2014, 02:29:40 pm »
This is my very first attempt at a walk cycle and as might be expected, I'm finding it incredibly difficult. The limbs are currently unshaded; I plan on doing that once I've got the shape and motion working. Am I on the right track? What am I doing wrong?


15
That's not bad, but it's still not what I'm looking for. The reflections on the diagonal bits still don't resemble the above grass at all. Thanks though.

16
Thanks for your help.

Unfortunately creating a vanishing point would remove tileability. Here's what I'm trying to do:

17
Here's something that's baffling me:


The lower half is supposed to be still water. The reflection for the middle tile was easy, but I'm at a complete loss as to how to reflect the left and right tiles, because they're both at an angle. Nothing I do looks quite right. Even if I copy the above pattern, with each column of pixels shifted up one, it doesn't look like the same dirt / grass. Can anybody help me solve this?

--

I'm a programmer but I'm determined to develop some basic skill in pixel art. Here's what I've come up with for a full-screen 320x240 game:


The tiles are far from perfect but I'm content with them for the moment. My priority is to make a basic human character and I'm having no end of trouble finding the right proportions. I'm wondering if there is a way to draw a character of a similar size (slightly smaller or larger doesn't matter) which will:

a) Not have clearly defined facial features but seem like they have a face nevertheless.
b) Not have a big anime haircut that obscures most of the face.
c) Not have overly cartoonish proportions.

The closest example I can find is this:


Obviously he has a massive haircut and huge armour but he satisfies all of the other requirements. I can't work out how I would depict such a character from the front, however.

Can anybody provide an example of a pixel art character that might satisfy these requirements, or suggest how I could create one? Maybe there's even a tutorial somewhere?



Here's attempt #2:


I'm much happier with it, just because I've managed to remove that goofy little face of his. The right leg on the side view is possibly a bit off though, I think. Also, is his arm too fat in the side view, or is it OK as is?

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