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Messages - CFKaligula
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41
Pixel Art / Re: Attack Animation - Suggestions & Help
« on: June 13, 2017, 02:13:05 pm »
Edit:


The sword moves a lot, but the character does not at all. I don't know if you have ever seen someone swing a sword but they don't just move the sword, their whole body moves. Also, what is he hitting? his slash doesn't hit anything in front of him. He's now just hitting the grass.

The best advice i can give you is to just search for reference material, look at games you want to imitate or animation and try to recreat those. Something ilke a tutorial for "general pixel creating" doesnt exist. pixel art is still just drawing/painting so you gotta learn the fundamentals like perspective. There are however, tutorials for pixel-specific techniques like anti-alias and outlines.


To add a gif or image, upload it on imgur, then right-click and copy the adress of the image, then click on the mona lisa image in pixelation.org to add an image and paste the address between the [img]. sometimes imgur does weird and gives you a link that starts with blob. and is very long, just refresh the imgur page and try again.


42
Pixel Art / Re: Looking for advice on a naturalistic walk cycle [C+C]
« on: June 09, 2017, 10:00:06 pm »
I think his legs look pretty good, only his arms are really weird. people usually bend their elbows and stuff. Im pretty sure you can find tons of ref material for this animation online.

43
Quote
I still get the feeling that some newbies are taking the low as possible color factor a little too much to heart though as if there are no other possible options. I don't know

We can't really argue against something that is just a feeling. If you could give some actual examples of this, it would be a more worthwile notion.

44
Everyone above me already has said a lot of good stuff, I just want to add my thoughts. Low amount of colours isn't just used to make something look retro, it's just that a high amount of colours is really difficult to manage, especially with animation it makes everything much harder. 32 made a good pint that with a low colour count, it's much easier to focus on the fundamentals, I think thats the main thing.

Why do we use multiple colours? To discern certain parts of a sprite, to create shadows, and for anti-aliasing, is what i would say.
Let's now look at a color wheel created by http://gamecolorwheel.tumblr.com/.


You can see that there were basically only 4 colours used for discerning part of the sprite: orange for the skin, blue for the largest parts of clothing, grey for the weapon and purple for details. So with 4 colours, this sprite could already be done. This is reason #1 why a low colour count is pretty good, you don't need a lot of colours to create a good looking sprite. Also the other way around: more colours would make the sprite less recognisable. Those other 2 types adding colours, shading and anti-aliasing, is bonus. After you have perfected the fundamentals, you can add those, and you can add as many colours as you like.


What im trying to show is that low colour count isn't something specific to pixel art. Its a fundamental part of drawing in general. It is not because I think all pixel art should be like NES sprites and have only 3 colours. It's because a sprite's palette is supposed to have some unification. For example, when a character has a red hat and red shoes, by making them the same colour red, the character feels more cohesive.

45
Pixel Art / Re: How do you start with animation?
« on: June 04, 2017, 11:22:50 am »
I think just like with pixel art try to look at some animations you like and try to recreate those and see how they work. I did this with SFIII's animations for example, I just tried to recreate what happens in every frame. This doesn't mean you have to redraw it, just copy the thing thats happening, so like an anticipation frame for example or a smear.
Example:

46
Pixel Art / Re: [WIP][C+C] Ravamping old sprites.
« on: May 31, 2017, 10:44:04 pm »
I think schwee has a good point, on the butler guy especially it can read like his white sleeves have been ripped.

47
Pixel Art / Re: Color Scheme/ Possible new icon help?
« on: May 24, 2017, 06:32:50 pm »
TBH, I think you are done with this sprite. Go try another one!

48
Pixel Art / Re: I need help on my pixelart
« on: May 22, 2017, 06:14:33 pm »
Dithering is a technique that should almost never be used anymore. Only if you go pretty high-res or for textures you should use it.
So for example on a stone some dithering would make it look rough. Id advice to stay away from dithering for as long as possible.

49
Pixel Art / Re: I need help on my pixelart
« on: May 21, 2017, 10:22:44 pm »
Edit:

I changed a loot of stuff, but thats mostly so you can pick up on a lot of important stuff. So firstly you had a lot of banding, beginner's mistake. If you don't know what it is id prefer you look up what it is instead of me explaining it here.

Secondly, shading. I see that you made a shadow below the slime, that means light is coming from above and you should have a shadow on the slime as well.

Black lines, I saw that you had both black outlines as black "inlines". so the eyes and the lines around the mouth are black as well. I would say that 99/100 times black inlines are very ugly. Either give them a lighter colour like I did with the eyes or just remove them like I did with the mouth.

50
Pixel Art / Re: Twin Stick Attack Animations
« on: May 20, 2017, 06:21:07 pm »
I couldn't find much examples from HLD, but assuming that it's just a normal top down game, that means you have to animate an attack in 3 perspectives, from the front, back and the side. If the attack is asymmetric you will have to make a 2 side animations, for example when a sword is in your left hand.

How many frames something has is really not set. That totally depends on how many frames are required and how many the dev actually wants. Since more frames = smoother animation (this doesn't mean more frames is always better).

For your 360 degree rotation you should rotate the sprite of the weapon by code, probably. Maybe look at Enter the Gungeon and Nuclear Throne for how they do that.

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