Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - heyguy
Pages: 1 [2]

11
Pixel Art / [WIP] [C&C] WrestleBot Character
« on: September 14, 2015, 08:17:56 am »
Hey all! So I'm working on some Mega Man type game and I've drawn a bunch of anime-style robot enemies. This guy is sort of like a Sumo wrestler or regular wrassler, slightly inspired by E. Honda.

I'd appreciate any and all critiques regarding the character. Right now, I've got a little white skirt thing going on around his waist and I'm not sure if I like or dislike it. Not sure it reads properly. It looks better in my drawing. Also, the face...not very Mega Man or anime inspired. Guess I need some googly eyes maybe? I will animate this guy too. Idle, belly flop, shoulder charge/dash, thousand hand slap E. Honda style, grab move, turn. That seems enough animations for a boss I think.

Anyway, would love some thoughts and comments on how this can be improved. Thanks!


12
Pixel Art / [C+C][WIP] Robot Character and Animation
« on: July 13, 2015, 10:33:14 am »
Hello all! Posted this over in the pixel art section but I think it would behoove me to post it here too.

So I'm working with some mates on a 16-bit Mega Man type game. I created what I've called Brainbot and I've started animating it. I'll be honest, this is unrelated but I'm having second thoughts about this brain/tank section of the robot and would like to change it. I don't want to change much, just turn it into some sort of simple robot or eye cyclops face. Brainbot doesn't seem very Mega Man-esque unfortunately! I'd really appreciate any feedback on the character design and pixeling but I'm mainly here for animation critique.

So I've created one full idle animation and I'm working on a dash punch animation. I'd really love some feedback on both. Playing Mega Man X - X3, I see a lot of bosses have minimal but expressive frames of animation. I've got more attacks and more characters to create so I'd like to be efficient just how Capcom was. I'm also inspired by Street Fighter 2's animation, a lot of cool quick 3 frame animations.

Here's my current wip animation for the dash punch. It's 22 frames and I'll have to draw the robot in 3 different positions, not including the idle position. My post on the other board has an older version of the animation. So I feel the frames after the punch, especially where the robot goes back to the idle animation aren't looking as good as they could be. What does everyone else think?



Here are two different idle animation. The second one has an older version of the character. 6 frames each. Which one is better? Neither? What can I do to improve it? I like the first one but don't like how the arms jitter at a similar rate.





One thing I foresee as a problem. The robot has two unique arms. I'll have to make unique sprites for  when it's looking in either direction right? I guess I don't really haaave to do that but it's be gnawing it me for some time. I've created the robot in pieces so maybe it'll just be a small amount of extra work. Anyway, thanks for reading!

13
Pixel Art / [C+C][WIP] Robot Tank Character and Animation
« on: July 03, 2015, 08:50:44 am »
Hey guys! So I'm working with some friends on a project and I'd like to get some feedback on this enemy character created. Except for that fist, I like him a lot overall. I'm currently working on an ideal animation and plan to have some parts of the robot bouncing up and down. Something similar to the bipedal robot on this page.

http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/

We're aiming for a 16 bit Mega Man X type look.




14
Pixel Art / [C+C][WIP] Trees
« on: May 22, 2015, 05:43:23 pm »
Hello all. I'm making some trees for a tileset I'm working on and I'd love some critiques. It's an overhead RPG tileset I'm working on and it can be found here.

http://wayofthepixel.net/index.php?topic=17387.0

Anyway, here are the trees. So I'm making one tree trunk and then leaves to place over it. So I can have two tree types to easily place around the scene. I also saw some tilesets that have a small separate piece of the trunk with moss and grass that can be overlayed on the original tree trunk. So I'll probably make another piece of withered tree trunk so I can have 4 different trees that are modular, if you will.




I'm thinking I need more colors in the tree trunk. It's too brown right now I think.



15
Pixel Art / (C&C)Overhead RPG Tile Map(WIP)
« on: November 06, 2014, 10:40:52 pm »

Hello everyone, I'm trying to create an overhead RPG tile map for the first time! I'm trying to create an artstyle that can be considered minimalistic, stylized and/or simplified with realistic-ish proportions. I want to  create something striking but also something I can create quickly. 


Here's some reference that had inspired me and the tile map WIP. The area is suppose to be of marsh/grasslands/swamp geography. I'm hoping to have a sort of depressing, gloomy, dreary mood to the region and artwork. I'd appreciate any criticisms, suggestions, comments, etc. Thanks!


Pages: 1 [2]