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Messages - dustinaux
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11
Pixel Art / Re: Steve Animations
« on: September 28, 2014, 07:55:30 pm »
Looks nice!

Not directed at me but personally I thought he didn't have a mouth at all until it was mentioned, then noticed the white pixels on his chin which look like gritted teeth?  They are barely noticeable at small sizes. Hope that helps!  :)

12
General Discussion / Re: How do you make your games?
« on: July 12, 2014, 07:35:14 pm »
I've made a couple flash games, ported one to mobile, and had a job making games in Unity so I have some experience here.  Never used game maker myself, but it seems like a good tool for beginners.  I actually got started with RPG Maker, which has an event system that taught me the basics of logic and conditional branches that forms the core of programming, and from there went on to edit it's existing scripts here and there and then finally coded a flash game from scratch after years of that.  RPG Maker's a bit dated now I think so I'm not necessarily recommending it, just saying how I played around making stuff with it for years before actually seriously programming.

Used a bit of Unity at my old job for around 6 months or so, doing both 3D and 2D stuff, and it's a pretty great tool but I wasn't a fan of the 2D side of it.  Coming from flash game programming, it just felt like so much extra overhead to make 2D work with it since Unity essentially a 3D engine, plus it's 2D is still a fairly new and not quite as fleshed out as it's 3D features.

Currently I'm using HaxeFlixel for its great cross-platform capabilities.  You write code in Haxe (very similar to AS3) and you're able to compile it to desktop PC or Mac, a flash game, android, iOS, and a couple others.  Most of the targets converts the Haxe code into native C++ code when you compile if I understand it correctly, so performance is supposed to be better than if it's wrapped in some sort of package.

I'd recommend a tool like Game Maker if you're totally new to making games, but if you wanted to try code from scratch, HaxeFlixel isn't too hard to get started with.  It has a lot of it's own framework that I think most people use, but I ended up preferring to use Flash's own classes and display tree that I was familiar with which works totally fine.

Also regarding programming practices, I've found that basically every programmer has their way to write syntax that they think is "right," so just go with what you personally like.  For example I like to use inline ternary operators inline for simple booleans and do stuff like
Code: [Select]
if (gamePaused) return true; on one line where some programmers would go nuts at that and say the only "correct" way would be to have 4 lines of
Code: [Select]
if (gamePaused)
{
    return true;
}

I think the convention of prefixing variables with types like "flMyFloat" may be left over from early programming when compilers and editors weren't as robust and it'd be harder to find errors, so I think it's a bit overkill myself, but if you like to use it go for it.  A lot of tiny stuff like that's just a matter of opinion so just go with what you like. :)

13
Pixel Art / Re: [WIP][C+C] platform game
« on: July 04, 2014, 12:22:57 pm »
In terms of brightness, contrast, and saturation the trees look basically the same as the foreground elements, which you wouldn't want.  There's several options to fix this, and the solutions usually a combination of some things.  I'd go with desaturating and darkening the background elements just a bit, and maybe giving the foreground elements a stronger outline, to give a suggestion.  Also the rock platforms look like they should just be in a cave and not there, but maybe that's the plan for them since it's just a mockup?

14
Pixel Art / Re: Water Animation
« on: June 27, 2014, 05:26:36 pm »
I had a go at animating a small area:



Water's hard to animate.  :-\  The number of colors for the water floor seemed like too many so I reduced that.  I didn't add any light reflections on the top of the water to match the wavyness, which I think would be a further improvement.

15
Pixel Art / Re: Child running animation
« on: June 26, 2014, 05:25:35 pm »
Looks a lot better!  :y:

There's a lot of rotation in the torso going on though, which you may want to reduce.

Also I'm curious about your workflow. I sometime can draw for hours and be very productive but once in a while I get stuck on something and I need to spend days on a single piece until I get it right. Do you people have some strategies do deal with that?
I usually go and do something completely different (since I'm developing a game, I always have plenty of stuff to do) what helps you?

Personally I'm a better programmer than artist and need a good bit of work on art so I have the same issues.  I think it may just be practice, practice, and more practice?  I'm on a pretty tight schedule with the game I'm currently working on and have been trying to simplify my pixel art into more flat shades, fewer colors, and larger groups of pixels to both improve the style a bit and make the process faster.  I think reducing colors is a pretty big plus if you're focused mainly on creating decent quality assets relatively quickly.

Also pixel art itself is a pretty slow process compared to say digital painting.  The resolution of your piece is a bit larger than many pixel art games so that adds to extra time as well.

16
Pixel Art / Re: Child running animation
« on: June 25, 2014, 02:55:16 pm »
Overall it looks pretty choppy; here's some notes as I looked at it frame by frame that I think may be causing that:

The head typically never moves left or right in a running animation, so that may be an issue here, and also the vertical movement isn't the same for each leg movement.  The first 6 frames seem ok on this point as the head is moving smoothly, but afterward it seems random where the top of the head is and doesn't match how high it was off the ground for the other leg.  I guess I'm talking more about the total height of the character, rather than just the head itself.

There's also a lot of body shifting left and right it seems.  The torso rotation is ok but his center of gravity is shifting around too much, and should be relatively stable horizontally.

Also you may want to add some more contrast between the (viewer's) front leg and back leg?  They can kind of do the optical illusion of switching which one's overlapping the other which doesn't sync up with the correct arm in front.

Lastly for a run, both feet are typically off the ground at their farthest point across, with the front leg's knee bent only slightly, but in these frames your pose isn't as strong as it needs to be making the animation kind of look like an intense power walk instead of a run.

17
Pixel Art / Re: [C+C] A game logo, sprites, and item icons
« on: June 20, 2014, 11:30:49 pm »
Thanks a lot for the comments!  I think some more perspective on stuff really helped out.

Here are my edits:



And also a running guy:

18
Pixel Art / [C+C] A game logo, sprites, and item icons
« on: June 15, 2014, 11:09:53 pm »
Here are some pieces for an RPG I'm working on, The Enchanted Cave 2.  Any comments and criticism are welcome since I have a lot of art to do in the game and am just looking to improve as much as I can early on so I won't have to do over too many old ugly pieces. :)




Straw Hat, Butter Knife, Kitchen Knife
Cloth Shirt, Cloth Tunic, Leather Vest


A WIP of the inventory in-game to see how the item icons are used

19
Pixel Art Feature Chest / Re: First wip here!
« on: June 03, 2014, 09:45:09 pm »
Much better, but note that one "head" is without hair, so you're head measurements are too tall by about 3 or 4 pixels, which is enough to still through off proportions quite a bit, making the torso too long.

The other thing that jumps out at me is that your guy's shoulders are too narrow.  They look to be maybe 1.75 heads in width, but refer to the image Cyangmou posted again to see that these figures are all at least two heads in width.

20
Pixel Art / Re: The Wanderer - WIP / CC / Animation & Sprites
« on: April 10, 2014, 12:44:47 am »
Your background looks amazing.

For your 4-frame walk animation what stands out to me is when he sets his left foot down, his entire body is lower than when his right foot is down (I'm watching the top of the head).  For a side angle, these heights should be the same, otherwise it kind of looks like he is limping on an injured left leg.

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