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Messages - Iceaxe
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31
Pixel Art / Re: Fighting Girl
« on: February 12, 2015, 06:07:17 pm »
Brilliant illustration! Thanks for pointing that out.

I think I was going for her having quite a wide stance but probably got a bit carried away. A bit like this:

I'll have a play and see what I can do about her clown stance. Might just need to chop her toes off.

32
Pixel Art / Re: Fighting Girl
« on: February 12, 2015, 05:49:54 pm »
Hey mzn thanks for the heads up! Unfortunately I think I've been looking at her too long to see what you mean.  :blind: Do you mean HER right foot (on the left) or HER left foot (on the right)?

33
Pixel Art / Re: Just starting on pixelart (advice would be really helpful)
« on: February 12, 2015, 05:41:23 pm »
That is true. What I'm getting at is that you can make an object complicated if it is desired to be and it's all up to how far you want to take it.
It can be possible to achieve the same level of detail even with the same "number" of colours.  :)

34
Pixel Art / Re: Just starting on pixelart (advice would be really helpful)
« on: February 12, 2015, 03:02:19 pm »
I think my main suggestion would be to start by trying to draw a more familiar shape. You know, something more recognizable. With this particular image, especially with so few colors, it is hard to tell what is happening. Even simple objects can be tricky when it comes to pixel art. Take this barrel as an example:

Depending on who you are you might choose to stop on the bottom left one and say "That wood there is obviously wood, I don't think i could possibly add more detail with so little pixels so I'll stop here". Which is a perfectly reasonable point of course, but the bottom right barrel shows you that there was so much more you could have done with the wood on that barrel and even a single pixel here and there can make all the difference.

To be honest, I've never even attempted dithering and still shy away from it. I think that it may be due to the fact that most of my work is at a lower resolution and that it is generally a technique used on higher resolution art to give it more of a retro look.

But anyway, I would definitely suggest starting out with something more familiar that you will be able to recognize when it is finished. You will much more easily be able to tell when something is wrong with it because of how you are imagining it to look.

35
Pixel Art / Re: Fighting Girl
« on: February 12, 2015, 02:40:36 pm »
Well given that it's a fighting game one or two swipes would normally be enough to get your close enough or far enough from the other player. There will also be more than one means of traversing the battlefield, but despite all that, it is still at an early stage of development so I'll test a few things out before setting anything in stone. But thanks for the suggestion, I was leaning more towards having a larger map just to be a little bit different but now that you mention it, it might not be such a great idea.

Anyways! Leaving game design on the sidelines, any suggestions by anyone to the shapes, colors and flow of animation would be much appreciated.  ;D

36
Pixel Art / Fighting Girl Progress
« on: February 12, 2015, 09:35:37 am »
Hey everyone!

I've made a little progress on my red haired chick and have somewhat finished her advancing animation. By advancing i mean jumping forward as the game is meant for iOS and swiping to move makes more sense than having an on screen joystick (which makes little to no sense). Anyway, critiques are much welcome! I have some doubts about the last couple frames of her jumping.

Also try not to be too distracted by her idling so quickly. I don't have software at the moment for setting individual frame lengths and her jump should be faster than her idle in reality.


37
Pixel Art / Re: Astroids (wip)
« on: February 11, 2015, 02:26:04 pm »
The shape of the asteroid is looking great, you just need have more of a think about the shading.

At the moment you have pillow shaded your rocks.
I will allow this picture to guide your soul in the right direction:

Here's a link to the tutorial: http://www.natomic.com/hosted/marks/mpat/shading.html

38
Pixel Art / Re: blocky animation experiment
« on: February 11, 2015, 08:44:13 am »
Yeah I get what you mean. I guess you can imagine him running either way.
Bit of a tricky constraint to work with.

39
Pixel Art / Re: [C+C] Muscular Enemy Idle, Running (WIP)
« on: February 11, 2015, 08:37:02 am »
No Worries! ;D It's good to know that my response was useful.

As for my dude, the canvas would have only been 64x64. I remember him being around 50-60 pixels tall.

40
Pixel Art / Re: [C+C] Muscular Enemy Idle, Running (WIP)
« on: February 11, 2015, 02:49:55 am »
I think you've done an awesome job of animating him so far, while the movement is very over the top i think it has a certain character to it. I like that you have animated his whole body moving when he runs, maybe just lighten up the arm at the back? Looks like someone else's arm. :P You've also formed his body well but the bulkiness in his idle doesn't seem to match the bulkiness in his running. I went ahead and did a quick edit of the first frame of his idle:



I changed his skin color palette to define his muscles a little more and used the shape of a later frame for his shoulder and arm positions as he looks bulkier that way. I think that if you used that as his base frame instead and then animated from there he will look more buff and less stretched upwards. I also moved his pecs up as his pecs probably shouldn't be hanging so low and also added a little edging around where his abs would be. Also smoothed out his shoulders a bit and added a couple pixels on his left arm (on the right).

The most important thing I changed though was his hands. They kinda looked like a confused mess of pixels and I gave them some shape. When ever I do hands, especially when it's a fist, I focus on the direction the fingers flow a use the lightest color to create that direction and the darker colors to define the "holes" or concave parts of the hand.

For some example on hands, while they might not be very good, below are some animations I did a while ago (the last one is supposed to be him treading water). I think the hands are best defined in the jumping and the swimming where you can see closed fist from different angles and open hand from different angles.









I hope some of this helps!  ;D

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