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Messages - leveler50
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11
Pixel Art / Re: Punching animation
« on: February 09, 2016, 09:02:34 am »
Yeah you are right! You mean the head would possibly stretch a little bit when moving fast and squashes a little bit when the movement stops in the both ends? At least that's how it has been taught by some animation professionals. I was thinking that. I suppose it could be done with motion blur-kind-of-a-thing too. But I decided not to do it YET, because it needs something like six frames more. Or less if we use motion blur. I don't have the capability to do it now. Possibly later.

You are also right that the space is too small at the moment. It is 32*32 pixels but it could be more of course. I hadn't thought about it. A good tip!

Thanks  ;D

12
Pixel Art / Re: Punching animation
« on: February 08, 2016, 10:38:50 am »
Here's another character and another angle:


13
Pixel Art / Re: Punching animation
« on: February 07, 2016, 11:27:18 am »
Here is the punch animation v2 with the shockwave (plus I made the fist a bit bigger to add impact):


and here is the headbutt (I'm not sure whether it needs a shockwave?):

 

Both shockwaves are spread for three frames.

14
Pixel Art / Re: Punching animation
« on: February 07, 2016, 08:45:50 am »
Good points. Yeah, I'll be trying the headbutt as well as the shockwave. Many characters in our game are this same "chibi"-style, so we need to come up with solutions which works for every character. :) I'll post the updated animations here soon.

15
Yeah, I modified the blue haired dudes hair. Let's see what we can do with Junas hair. Yeah the shadows should be more consistent also. The floating brain thingy has his face from different material, that's why it's darker. It's not a shadow.

 :y:  :y:

16
Pixel Art / Punching animation
« on: February 03, 2016, 02:43:56 pm »
Hey,

I started to animate the characters for our game Summerwind. 



It's six frames, including starting and ending pose, which is the same standing position.
 

17
Devlogs & Projects / Monster collecting mobile game
« on: February 01, 2016, 10:15:23 pm »
 :)

18
Devlogs & Projects / Re: Ghouls in the Neighborhood
« on: February 01, 2016, 10:07:27 pm »
Your night doesn't look like night because it has too many colours in it. At night you don't see many colours because the eye cells are not capable of processing the light so well. I made a "night-edit":


19
Pixel Art / Re: Red Dragoon Riding Hood [C&C]
« on: February 01, 2016, 09:29:00 pm »
Your slight revision looks better. I just found the colours a bit too sharp/strong/unnatural, so I made them smoother /more natural:


20
Fantastic colour usage there! :) I've got something to learn here.  '

I added saturation plus changed some buildings and made new units. This is what it looks now:

 
I think the most secure choice for the ground is grass. Or what do you think? Even though other alternatives seem tempting too.

 

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