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Messages - hobbler_toppler
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21
Pixel Art Feature Chest / Re: GBjam: circular staircase in platformer?
« on: August 05, 2014, 10:33:11 pm »
An interesting issue I'm seeing here is that the player's eyes are being pulled towards the visible frontal surface of the stairs on the right. Not that it's necessarily a problem, but I thought I'd point it out. Maybe powerups or enemies descend from those stairs which would then make sense for the player's eyes to be drawn to that area.

If you're willing to work with that minor visual imbalance, I feel like you should at least try to animate your current stairs to see if they work out before attempting other methods. Maybe try something like HDMD's animation, but smoother with more frames. It could be that your current stairs work perfectly fine if animated well. Good luck, your game looks interesting.

22
Pixel Art / Re: [WIP] Character Animations (Need Critiques)
« on: April 23, 2014, 05:29:17 pm »
I think you should start with a skeleton and build your animation off that.
I tried that. It didn't work so well. I don't know how to make the skeleton, or draw over it later.
Last time I tried that, the skeleton was too small to fit anything, so I had to draw over it.

Edit: Tried again. Here is the result:


Hello. I actually think this is a very decent run animation, but it is more suited to 2d/platformer style. As I was reading through the thread the first thing I noticed about your runcycle was the lack of vertical movement, making the character seem as though he/she were gliding over the ground like a ghost. It's good that you managed to catch that issue on your own.

I'm not very good at 2.5d art. I just thought I'd give you some encouragement. Keep it up!

23
Pixel Art / Re: Platformer Character WIP w/ Sword Swing Animation
« on: April 13, 2014, 08:03:16 pm »
Sorry to necro a thread like this, but I felt it was rude of me to suddenly dissapear after all the excellent advice I was given. My life went out of a sync for about a month because some kids ran a red light into my car, destroying it totally. I had to take some time away to deal with insurance and finding a new car. Everything is fine now though.



Here's a new edit. This edit took a while and was mostly used as an attempt to learn as much as possible from Grimsane's interpretation of the sprite. I am satisfied with how it looks, but the truth is that this sprite has so much detail in comparison to the old sprite that I am wary of attempting to animate it.

This project may go on the backburner for a bit. I want to build up my portfolio with more simple games, and my vision for this game was too grand. I'm glad I posted it here though, as I feel like I improved a lot.

24
Pixel Art / Re: Platformer Character WIP w/ Sword Swing Animation
« on: March 04, 2014, 04:54:41 pm »
Wow, those edits look very nice. Moving the belt up and adding more form to the cloak made a big difference. Later today I will try to incorporate you guys' edits and maybe add a background so there is context to this "bright background" thing I keep going on about.

Something that intrigues me a lot about your edit are those dark pixels on the right side of the image, contouring part of the edge of the cloak. That is something I would never have thought to do myself, yet somehow it makes the image look very good. What's the logic behind that kind of outlining?

EDIT: going to be a bit late. Grimsane's edit has given me a lot to think about.

25
Hello. I am also in the process of learning to draw cave rocks, mountains, and cliffs. Although I'm no expert, I feel like the edit I made might help you out a little bit. (if my image hosting site works properly  >:( )



I think what it all boils down to is being brave and willing to imply big chunky shapes with your shadows. In order to make the image pop out more (instead of all your rocks looking as though they're piled evenly on a flat plane like you said), I added some rocks to the front that serve as a second layer of rocks, and also made shadows of the higher rocks fall over the lower rocks. This helps to imply that many of the rocks are sticking out of the wall at differing intensities. I noticed that the bones on the floor were shaded as though a light source were coming from the top left, so I chose to use that light source on the cave rock wall as well. Using a more dynamic light source is always an easy way to give more depth to an image.

I also changed the colors a bit, as others in this thread have done. At first I chose a drastic hue-shifting approach from blue lights to green darks, but I felt like it was a bit excessive. Now the colors are still washed out, but the green begins to show in the shadows. The brightness of your shades before were very close to one another, making the image seem very muted.

I hope this helps, and of course I don't promise that my edit of your work is anything close to the best possible interpretation of it. Keep improving!

26
Pixel Art / Re: Platformer Character WIP w/ Sword Swing Animation
« on: March 03, 2014, 10:31:55 pm »
Thanks for your reply. I hope I didn't imply that only the best artists could comment on my piece. I appreciate any help whatsoever!

Originally I was trying to stay away from using outlines, but in this case I may just have to make a small sacrifice. This way I can keep the cape bright while still allowing the sprite to remain visible against the background.



Also: his outfit does not neccesarily need to be blue. I'm still undecided about that part. Any ideas?

27
Pixel Art / Re: Tree
« on: March 02, 2014, 09:00:23 pm »
Hello. I think your tree is very good. You are obviously a talented artist. Here's an edit I did to show how it would look with darker branches underneath the leaves, and with heavier hue shifting. I'm a big fan of hue shifting, and when I examined your colors I saw that you indeed incorporated a small hue shift from green to blue. I exxagurated it and also brightened up the lightest shade of green. This way, I feel like the image "pops" a bit more.



Also, it might be a bit too much work seeing as how the tree already looks fine as it is, but I noticed the leaves have 5 tones and the wood only has 4. If you want it to look really nice, you could add a fifth tone to the wood which would allow you to add more form to the shadowy branches underneath the leaves, while still implying that not much light is hitting them.

(edit: lost the transparency layer somehow. fixed)

28
Pixel Art / Platformer Character WIP w/ Sword Swing Animation
« on: March 02, 2014, 06:58:47 pm »
Hello pixelation, I've been a lurker on these forums for a very long time but have never posted any work. I recently made a decision to devote more time to pixel art, and hopefully become a great artist. I know there are many extroardinary artists who post on this forum, and it would be an honor if any of you were to help me improve my work and hopefully someday reach your level of skill.

Today I'm working on a small, sword-swinging platformer-game character. I like the shape of the character, but picking colors has always been my weak point.



The main problem giving me a headache at the moment is that I want the character to be displayed on top of very bright, sunny backgrounds. I originally imagined him as a warrior with a white cape that burned bright and glistened in the sunlight, along with his sword. However, putting white on top of an also-bright background simply makes the sprite blend in. At the moment his cape is somewhat gold-colored, but that didn't help much. The problem becomes apparent on the following .gif, which uses the background color I wish to use in my game.



Here's the first sword-swing animation. The goal was to make the wind-up as slow and deliberate as possible while still allowing the attack to come out quick enough after inputs for it to be useful to the player. Another problem I'm having is that I'm not really sure how I want to draw the sword. I like the appearance of a thin and slightly curved blade, like a stylized katana - but I feel like if his sword were nothing more than a thin white/gray 1px line, it would blend in to the background.

Thanks in advance for any help. Feel free to comment any thoughts or critiques.

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