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Messages - snake
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251
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: July 14, 2006, 12:29:28 pm »
I'm a little confused with the whole "who gets what" selection. However, since I've already made the tile, I guess I'll just put it up and you can all protest if that is your wish.  :P


I really wanted to do this before, but people have just claimed tiles at the bottom like crazy. Really wanted 68 so it would make more sense, but meh. Won't complain.

The idea is really to make sense of the squarish grass tiles at the bottom and the tetris-like blocks. My explanation being that the tetris blocks grow to be the grass tiles. The tilting brown pillars at the bottom left would be stacks that have fallen over. Originally, I was thinking they were made by the gnomes, but I ran out of space, so if the gnome is climbing or carving the rock is up to the individual to decide.

These palette changes are getting pretty frustrating. Took me nearly two hours after i finished my tile to convert the new tiles here to the palette I am using. (Seemes no one has noticed that the worm at the bottom has lost his eyes and teeth.) Just in case, I've saved it as a GIF and have uploaded it via Firefox. If there's any additional colours added now, they are most likely some I didn't notice when I converted the other tiles.

Just 12 more to go people!

252
Pixel Art / Re: Kikuchiyo Stamp
« on: July 12, 2006, 01:09:58 pm »
Just followed the name and googled. I reckon it's this guy:
http://www.yale.edu/anime/imgarchive/Samurai%207/kikuchiyo.png

At first I thought it was a deformed Penguin mech or f some sort. Looks a lot better now that I know what it is.

The gold 'spoiler' on his helmet needs a little polish, it's a bit rough and bulges at the ends. As gas mentioned, maybe add a little more shadow to the visors. His neck is a bit pale too seeing as it's got all that hair covering it.

Good job so far.

253
Pixel Art / Re: KOS Loin Cloth Ork
« on: July 11, 2006, 08:05:38 am »
There's definitely a lot of improvement here since last time. There's still a few laws in the pose that could be fixed up to accommodate the nice shading.
I tested your characters proportions and made this little example:


Even though you've fixed him up quite a bit, he's still not quite in balance. As you can see in the fixed trace, his right foot should be more to the right to balance his weight. His knees are also too high compared to the pelvis and should be lowered. His right shoulder is missing somewhat when considering what huge neckmuscles he has. The right arm is also leaning toward the left and could be tilted to the right to get the same direction as the left arm, even though it isn't disproportional.

I find that the character has a somewhat mixed pose at the moment, so I added the two poses on the right just to test it. The way he is now, he could be 'strutting'/leaning back or he could be leaning forward. I'm just mentioning it though. The pose works fine once you get the balance back in order.

One final thing. Streetfighter 3 sprites are mostly characterized (IMO) by having the darkest shades in a blue tone.

OK. That's my view of things at least. Hope I didn't pick too much at it.

254
Pixel Art / Re: Pocket Fighter stlye
« on: July 08, 2006, 02:26:33 pm »
holy thread hi-jacking

Point taken. Guess it gives the wrong impression. Post will be edited to be less hi-jacky.

255
Pixel Art / Re: Pocket Fighter stlye
« on: July 07, 2006, 08:43:53 pm »
Added a Luigi to accompany the Bowser sprite just for kicks: http://img.photobucket.com/albums/v56/SnakemanEXE/Luigisprite.png
Fun stuff.

Anywhoo, over to the critique:

There's a mixed feeling of shadows here. The muscles on his arms could be shown by a full shadow rather than a single line. The shadow on his eyes seem to merge with his hair, so there should be at least a separating line there. His pants need to have more contrast in the shadows. The saturated colours look nice, but his shoes look like they're glowing now and the light on the front of his cap does not match the part sticking out in front of his eyes.

Great sprite so far though. Looking forward to seeing it finished.

256
General Discussion / Re: Animation challenge
« on: July 02, 2006, 01:44:08 pm »
Heh, was doing exactly a 48X48 walk/run-cycle when I found this. Not posting it here as it's got nothing to do with this.

Thought I'd tag along for the heck of it. I've been doing standard walkcycles now in 3d for 4 weeks, so I'll do something more dynamic.



Struttin' on the way to tha disco. DUN dun dun DUN dun dun....

Whipped out in five minutes, busy with other things right now. It is actually 14 frames but the only difference are the tilt direction on the head at the start. Could have just left it out, but it adds a little extra to it. *shrug*

257
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: June 30, 2006, 04:28:57 pm »
il take 49, 57, 68 if i am aloud to take any more. (i found doing this the first time was very fun)

Well, 57, 68 and 84 are all yellow, but 49 is pink. If it's approved, I could probably do 84. Don't know what you're planning though.

You can't read the sign? "Don't feed the man." is what I thought it was supposed to imply.

Actually, I was trying to make the word "monster", just covered up. It's a little long, but I had to replace my original idea: "Freak". I reckon just about everyone here would have misunderstood that seeing only "F**K".

258
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: June 29, 2006, 06:01:30 pm »
Ewwwww, don't drink the water. ;D I love it. Whoever has #29 should explain the filtration process even more. Maybe link the mud recycling to the giant elf water processing.

- Adam

Ah, you understood the link between the tank and the mud-filterer. Wasn't sure anyone would see that connection. tile 29, 51 and 52 could probably be used to illustrate it further I guess.

OK. It seemes a lot of people are confused about what's in the tank. Personally, at first I thought it was a giant fish until I noticed the second eye and the tongue. So, just to cleat it all up, I made this comparison:



He's a Giant gnome (... somehow, that sounds very strange... ) Notice that he's got the same colours as the one and only green and yellow gnome. I was just guessing what he'd look like and tried to mimic the style. I wouldn't make characters like this normally O_o

259
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: June 27, 2006, 09:19:01 am »
Here's another set of tiles for ya.


Finally we have an explanation for where all that water is comming from :P
Had to do a tiny edit to Adam's tile. The tank's shadow was meant to stop where my tile began, I just turned turned it slightly so it wouldn't just stop there and leave shadows for a wall that I have removed. Nothing else was touched whatsoever.

Don't know if I've mentioned this, but I've been thinking about the idea of making this in to a little game. You could walk around as a gnome and explore the "island", doing errands or the likes. You would travel to the different areas via the doors we've put in, and navigate through the corridors inside to get to a new ledge. The corridors would be simple and most likely be filled with monsters of some sort to make it feel a bit more like a game. Once you've found everything, you get to see who made what.

Checking the topic, there's a lot of different ideas on what to do with this once we're finished. I'll see how it all goes first. I could probably take care of my idea by myself if no one's interested (or just forget about it if that's the case. )

260
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: June 26, 2006, 01:02:18 pm »
W00t! 38, 45 and 46 for me. Thanks for clearing that out. Was hoping I could get my hands on it.

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