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Messages - Joe
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21
Pixel Art / Re: 3/4 perspective house wip (city/town tileset)
« on: December 24, 2015, 01:36:59 am »
What's tripping everything up is the projective inconsistency. On half of it you have a close 3/4 projection, and on the other you're introducing a vanishing point. It's basically saying surfaces that should be parallel are not, and some surfaces are special and ignore the fabric of game spacetime. So the biggest fix will be to remove all vanishing points, which by their nature make any sort of top down gameplay impractical. Second I would squash the y a tad since it would be more appropriate to see more of the tops of things than the sides.

22
Pixel Art / Re: Duck Walkcycle
« on: December 23, 2015, 01:17:54 pm »
I raised ducks as a kid, what stands out to me as preventing it from being fully duck-like is the lack of torso rotation. His head remains more or less straight but his body should swing away from each raising foot.

23
Pixel Art / Re: [CC] Artwork for a game teaser
« on: October 20, 2015, 05:49:41 pm »
Good job on the atmosphere, I do feel like I'm in a space.
I see problems with local value. Like where the roof meets the side you have it highlighted. Why? This would be the darkest part.
I don't think the rings as tree leaves are working well. Here's a good example of separating the leaves into strata.

24
Pixel Art / Re: Character animations for NES game
« on: October 13, 2015, 01:09:28 am »
Yea the src on your image is a .gifv. Foolproof way, I do it every time: once uploaded, to the right is a "share this image", I just click the button to copy the bbcode for forums, paste it, boom.

Anyway on the animation, I think there needs to be more follow-through. Too quick, not enough impact.

25
Challenges & Activities / Re: The Daily Sketch
« on: October 13, 2015, 01:05:51 am »

26
Pixel Art / Re: clouds feedback
« on: October 10, 2015, 01:00:48 am »
I believe it's impossible for any part of a cloud to be darker than the sky, at least in a traditional setting.
Also the darkest shade should be lighter because the cloud is thinner there, and so more light passes through/is reflected.

27
Pixel Art / Re: [WIP] [C&C] WrestleBot Character
« on: October 09, 2015, 02:04:06 pm »
Well what I'm saying is if you throw your arms back and forelegs forward, that would have the result of turning your entire weight backward, you can't jump like that and land straight. So if he's jumping more or less straight up and down, that pose would result in a sloppy landing.
But if he's jumping backward that pose is good, though the hands should still be bent down, always at the ready. It looks to me like you have backwards and forward/up jumps, and should use them accordingly.
Grab animation looks good.

28
Challenges & Activities / Re: The Daily Sketch
« on: October 09, 2015, 03:08:54 am »
I wish I could take credit for it, but the original author is Heather Gross. I hope one day I can make stuff that cute on my own.


29
Pixel Art / Re: [WIP] [C&C] WrestleBot Character
« on: October 08, 2015, 12:11:23 pm »
I don't think the pose itself follows, assuming that's a vertical jump. If you jump up you'll see your tibia actually goes behind, slightly, as your femur goes forward. As for the arms, the elbows should stay raised but the forearms shouldn't be angled so steep, and the hands should still face the player. That would result in a more competent jump.

30
Challenges & Activities / Re: The Daily Sketch
« on: October 08, 2015, 02:55:24 am »
Nice to see your work again Thomas.


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