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Messages - Shanenopolis
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11
Pixel Art / Re: Animated soldier
« on: February 01, 2016, 02:53:18 pm »
Looks good, Erekt. I'm gonna have to examine the new frames to see if the same sense of urgency can be reproduced.

12
Pixel Art / Animated soldier
« on: February 01, 2016, 11:05:19 am »
This is a 32px soldier I made as an experiment. Just an outline to get the animation right before any detail is added. He stands, aims, runs, takes cover, shoots, and reloads. Just curious what you guys think, or if you see any notable areas of improvement.



This is the run animation isolated after I made a couple small tweaks after the other gif.


13
Pixel Art / Re: Knight jump
« on: February 01, 2016, 10:46:56 am »
I think you could go further with the feather movement : it's very smooth right know but it feels like you could add more breakdown.
A straight feather on the way down for example to add dynamic and momentum.

I would definitely do that as an alternate sprite for the occasional long fall, but if all his jumps are this high, I think it's good as-is.

14
Pixel Art / Re: Lo-res Sci-fi Tileset help?
« on: February 01, 2016, 10:39:44 am »
That was a pretty good video, thanks! You're right about the added lighting effects I would plan for the game, though, which is why I'm trying not to shade too much. I also worry that adding more detail will lose the flat surfaces I'm going for.

15
Pixel Art / Re: Lo-res Sci-fi Tileset help? (ONGOING)
« on: January 31, 2016, 07:58:56 pm »
Ok, I've made some progress over the weekend. Here are some depictions of a utility ramp (going to put a sliding cargo lift in that slot), and 3 angles of stairs. I've also got a railing implemented, as well as a floor tile variation. Do you guys think the detail levels are in line with the floor/walls? Again, I'm trying to go for a clean simple look (a la Hyper Light Drifter).




16

I like the slo-mo. Looks like he's either in an epic montage or running away from a giant explosion :crazy:

I was tempted to tilt his body a little bit and speed it up, but there's something rather graceful about his pointed toes and upright posture. Like a beautiful swan in an Olympic track meet.

17
Pixel Art / Re: Lo-res Sci-fi Tileset help?
« on: January 29, 2016, 10:02:05 am »
Decroded: Yes, the door needed some work. I'm liking where it's at now, fits much better with the surroundings, but also stands out.



Gil: That's an interesting note about the bold red trim. I might be able to work something in like that to help bring attention to certain objects or areas (like the yellow caution stripe in the doorways). And yes, the miscellaneous tech stuff (consoles, cables, and crates) are coming up. First I want to finish the floors and walls. The next step is some stairs/ramps, which I'll post soon.

Thanks for the suggestions, guys!

18
Here's what it should look like with a little bit of vertical movement:


19
Pixel Art / Re: Lo-res Sci-fi Tileset help?
« on: January 29, 2016, 07:44:21 am »
Ok, I'm still working on it, but I think it's looking better:


20
Pixel Art / Lo-res Sci-fi Tileset help?
« on: January 28, 2016, 10:28:15 am »
I'm working on a low resolution, low detail science fiction tileset. It's 16x16 and I'm trying to emulate the visual style of Superbrothers, Hyper Light Drifter, Kingdom, stuff like that. I normally work with more detail and colors, though, so I seem to be having a hard time with this. No matter how much I reduce the detail and color count (down to 3 or 4 for most elements), it still feels too detailed for the style I'm looking for. When I try to reduce it more, I feel like it loses the definition and you can't tell what's what.

Here's a sample:



I'm hoping someone has some suggestions for maybe how to get the clean feel I'm looking for without losing the science fictiony feel I'm also looking for. Maybe there are small things I can do to break up an otherwise single-color flat wall that hint at high tech without much detail? I don't know, I'm kind of struggling here.

Thanks in advance for any advice!

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