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Messages - shane.poole
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1
Pixel Art / Re: Help with my 8bit style game
« on: June 29, 2014, 05:18:28 am »
@Ambivorous - That running animation looks really cool, but unfortunately I won't be using a ninja running animation for my character... That being said, I learnt a lot from your post. Thanks for the advice!  ;)

Here's a newer running animation. It still really sucks, but it'll have to do for now. I want to focus on programming for the next few days.

I may be going crazy, but it looks like he's running backwards...? I really suck at animation. I've been reading some of the other threads about the subject, but it seems like I still have much to learn...



The character is supposed to look like this, but i'm finding it hard to translate the hair and sideburns to pixels. I'm not the greatest artist in the world...



unfortunately, I'm an extremely busy person so updates will be very slow... It's also hard for me to give other folks advice since I'm a beginner myself. Anyway, thanks for all your great help! I'll try and post something again soon!

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Pixel Art / Re: Help with my 8bit style game
« on: June 28, 2014, 05:53:56 am »
You're making a lot of sense! I'll edit the frames and framerate and play around and see what I can do. Thanks!

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Pixel Art / Re: Tileset Advice [WIP]
« on: June 28, 2014, 05:05:50 am »
I'm not an experienced pixel artist I'm afraid, but I can attempt to give some advice.

It is important to accentuate certain shapes in the tiles and have them work together to give a more "organic" feel. The tiles for the dirt/earth are not that bad, but the grass doesn't really give off the feel of grass. As for the trees, you need to try and create a more symmetrical balance of sorts. Right now, they kind of lob to the side and stand out more, making the duplicate trees a little more redundant/repetitive.
As for the earth fading into the grass, dithering doesn't really work well here. Try to simplify these tiles and just have tiny patches of grass move into the proper grass tiles.

I suggest you look at plenty of examples and try to emulate their styles for study, after which you can then work on your own style.

I'm afraid that's the best advice I can give since I'm also still learning. Good luck to us both!

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Pixel Art / Re: Help with my 8bit style game
« on: June 28, 2014, 04:52:26 am »
Here's a running animation of the character:


And a 1x size one just in case:


I changed his skin to a kind of odd yellowish colour. This has to do with the story that I have in mind, I'm not implying that East Asian people are yellow! (Which would be ridiculous!)
In the beginning of the game, he's skin colour will look "normal" and it will gradually change along with the rest of his body or (potentially) clothes. I'll keep the rest a secret for now.

I'm having some trouble with this animation as I'm simply not satisfied with it. If you guys can give me any pointers, it would be much appreciated!

I'll probably upload another mockup/screenshot in the next coming days, after I have implemented a tilemap system into my game.

As we say here in Japan, Yoroshiku!

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Pixel Art / Re: 8-bit mock-up for game
« on: June 24, 2014, 12:13:17 pm »
That's some great advice, thanks guys!

@Manupix - You're definitely right about the depth perception problem. I'll do something about this. Thanks!

@FrostPumpkin - Those are actually big fruits, but I kind of made them look like brains for reasons that are related to the story behind the tree. In later iterations, I will definitely improve it. Thanks!

@Ryumaru - I didn't want to make the character's skin too light for certain reasons, but I'll play around with more colours to make him stand out more. I may add some more colours, too. As for the pic you posted, what you did with the fruits definitely looks more what I was trying to go for. Grotesque and kinda gross. As for the desaturated tiles, looks rad. I'll play around a bit more and post an update in this thread later this week.

I may post some animations of the character as well, so if you guys are interested, please check back and crit my work!

Thanks guys!

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Pixel Art / Help with my 8bit style game
« on: June 23, 2014, 01:58:35 pm »
EDIT: I'll be sharing more than just mock-ups from now on.
Hey guys. I've been trying to improve my pixel art skills and I'm learning how to program in C# recently, so I decided to make a mock-up. However, I feel that this mock-up needs a lot of work... If you can give me any advice, it would be much appreciated!

I'm trying to go for an evil, unsettling, yet tranquil feel with this mock-up. I realise that I'm not keeping within the NES restrictions well, but that's okay. I'm giving myself a little bit more freedom with this project.

Thanks in advance!


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Whoa. Yeah, Facet mentioned it earlier but I didn't play around with it yet. Anyway, your pic already looks much better. I'll play with the character a bit in the next update, hopefully with an animation so that he makes more sense. Thanks a bunch!  ;D

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Pixel Art Feature Chest / Re: Jumping Animation
« on: December 16, 2013, 12:18:08 pm »
Hey there Zizka.

You really need to think about what kind of platformer it is you're going to make. If it's going to be a fast-paced one with semi-twitchy or full-on twitchy controls like meatboy, I would say omit the anticipation and landing animations completely. Focus on animating the upward jump (when your y velocity is moving you upwards) and when you come falling down. Also, that jump looks to me like you're standing in a single spot and jumping. This is all of course just my opinion (take it with a bucket of salt, I'm still a noob), but think about the x velocity as well as the y, and then make your animations work accordingly to match the speed of the character.

If you're making a slower platformer that uses slightly more realistic physics (where jumps take a while to execute), then the anticipation animation should probably be fine, provided it's not too slow.

Now the landing animation could potentially work in any situation, provided that the player is coming straight down (little to no velocity on the x axis), upon which the character's landing animation will execute. This could also work for a fast-paced platformer if you allow the animation to be interrupted immediately upon player input. In such a case, I would recommend you also put in a rolling animation if the player's x velocity exceeds a certain amount.

I probably don't need to tell you this, but think about the gameplay mechanics and fine controls first before you animate your sprites. You could also program your game and test/tweak the animations by actually trying it out while tweaking the physics, gravity or character velocity values. That's what I usually do.

I'm going to start animating my character for my game too. Good luck to the both of us!  :)

9


M'kay. I didn't get to do as much as I had wanted to, but I edited the pic somewhat. This time I completely disregarded the limits that I have with tilemaps (I thought about it too much last time, which limited my creative output). I tried to think a little bit more out of the box, but it proved to be quite hard, haha. I'm having trouble defining volume and weight very well. You can see it in the rocks/earth that things just look... odd, undefined somewhat. I'll practice sketching and pixelling to improve this with time.

That angular approach you took looked really interesting to me, so I tried to implement it somewhat.

I unfortunately didn't get to do any work on the sprite's animations. I'll try to do that as soon as I can, along with some other animations (attacking and such). It sucks having a day job completely unrelated to games, I really wish I could quite my job and pixel and program away all day, haha.

I'll try and do more work on the grass and the texture for the ground/dirt. Your pic also gave me the idea to implement little things (leaves, random stuff) to float around in the game world, I will be programming that in as soon as I have programmed the basic gameplay mechanics.

I was experimenting with the background as well. It looks rather random right now, but I'll heavily edit it to look less... boring I guess. Feedback on that would be welcome as well.

I'd also like to know if my colour palette is suitable. Right now I'm not imposing any palette limits on myself at all... I'm assuming that's bad? Especially if I eventually want to make gifs and such?

Thanks for your amazing feedback!  :)

10
Ah man, GREAT advice!!!!

It's looking "ruff" indeed, but a lot more interesting! Those semi-abstract textures are looking really visually appealing! While I wanted to keep things looking mostly organic, my approach looked rather bland and monotonous (in retrospect), and I see now that that may have been what's been bothering me the whole time.

I'll try to implement the changes and your ideas, play around with it a bit and post another update ASAP.

With regards to the character, I'll try and do something about the hat, but your guesses were correct, except for the backpack (haha). I'll try and make it look clearer, but I really want to express the look of the character with rich animations, nearly his entire face is covered with the scarf (the scarf is actually a living thing). I'll post some animations hopefully later today or tomorrow.

Thanks for the help! You've really put things into perspective for me!  :crazy:

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