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Messages - Iceaxe
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41
Pixel Art / Re: blocky animation experiment
« on: February 11, 2015, 01:52:38 am »
This felt like an interesting challenge so I went ahead and gave it a shot:

A few things that I think helped this animation:
  • Moving the whole body up and down gradually. Nothing should stay still when animating cause nothing stays still in real life.
  • Extending the foot out the back instead of out the front. More natural run in my opinion.
  • Having shorter arms where the elbow does not touch the hips. This allows for the hands and arms to be more visible and prevent them from being lost behind the legs.
Though, if you are ever really stuck in this problem, you should probably re-think the entire design and platform of the game being designed as it makes next to no sense for this to be an issue.  :P

42
Pixel Art / Re: Help with beach water and waves tiles...
« on: February 08, 2015, 11:28:48 pm »
Yeah that makes sense. I would advise, especially starting out with this to make sure the animation is consistent, i.e. The waves move the same distance and timing each frame. Once you have the base animation down then you can tweak those distances. Also, as far as I remember pokemon has more than just six frames where it has a couple of almost static water for a gap between waves. If you dont leave the gap then the waves will look as though they are constantly moving.

43
Pixel Art / Re: Help with beach water and waves tiles...
« on: February 08, 2015, 04:46:16 pm »
Animating water across tiles can be very difficult but is not impossible. Take a look at games like pokemon ruby/sapphire:



Try and allow enough frames for the eye to notice the movement of the water especially with the waves. You will notice also the water in the middle of tiles are moving in a wave-like motion but don't have to. The tiled water could follow a more Battle for Wesnoth like motion and still have waves on the shores:




Your tiles are looking decent, i would advise adding more frames to the animation of the water as the flow is disrupted. Make sure that the last frame and first frame always connect perfectly in looped animations and that the distance the water moves per frame is consistent across all frames. With the waves, again more frames and maybe avoid having the edge of the sand moving heaps. There needs to be an obvious pendulum motion of waves coming and going from the shore.

44
Pixel Art / Re: Tileset and Trees
« on: February 08, 2015, 03:48:41 pm »
To me the colours and general shapes of trees are cohesive with the surroundings but given the angle that the view is looking onto the surroundings, the angle you have drawn the trees needs reassessed. The trees look like they are almost falling away from the camera. Take A Link to the Past as an example:

Although the style and shape of the trees are not the same as yours and despite the fact that Link himself is not angled well, you can noticeably see more of the tops of the trees just like you can see almost all of the patches of grass on the ground. While keeping depth of trees can be difficult, it can be done By layering segments of the trees with contrasting colours:

Just my two cents. Hope it helps! ;D

45
Pixel Art / Fighting Girl
« on: February 07, 2015, 06:03:44 am »
Hey all!

Just joined this awesome looking community and been seeing a lot of cool stuff!  :)
I've been doing pixel art here and there for a little while and just started building a fighting game (baby steps).
This is my first piece for the game and was looking for some feedback on it.

Here she is:


Let me know what you think!  ;D

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