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Messages - Vinik
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171
General Discussion / Re: Best way to skew textures for isometric art
« on: February 09, 2018, 05:39:30 pm »
Wow eishiya, you are a life saver  :)

As soon as you explained the method I was already seeing a for-loop code to automate it, and then you just wrote it for me, I feel like I should be paying you lol.

Thank you very much, I will make everything much easier. Also, thanks again for the help a few months ago on the isometric shading. Dev is going well on the programming side, so I will invest more time in the art now.

172
General Discussion / Best way to skew textures for isometric art
« on: February 09, 2018, 02:07:45 pm »
Hello everyone. When doing isometric art I often find myself wishing to skew tiles or textures that were previously drawn flat/square. I do think that drawing directly on isometric planes often gives the best results, but some textures are tricky at iso, and often you already have a texture/tile at a 16x16 square and just want to have the closest rendering of that same pattern as slanted wall tiles, so making a quick skewed projection is good start, and you can tweak later for depth, detail, fixes etc.

That said, aseprite wont skew selections (it can rotate nicely with rotsprite/quickrotation), so it can be used for quick diamond shaped ground tiles (by rotating and then squashing), but not for wall tiles (upward skew of one of the square sides). Ms paint CAN skew, but only at integers so it works great for 1x1 slanted walls at 45°, but not for isometric 2x1 walls (22.5°, cant do it). Any tools suggestions for something like that?

Thank you all in advance.

173
Pixel Art / Re: would like some feedback
« on: January 04, 2018, 05:17:34 pm »
I think the meant only that your darker pink seems much lighter than your darker blue, not in a mathy way. I will never try to derive calculations for color values to define palettes again. The last time I did it here I ended up with a lot of unusable shades, and got a nice earful from cyangmou on how each hue has its own quirks regarding saturation and value, so instinctive perception of equivalence across hues is the key.

174
Pixel Art / Re: Here goes a 16x32(ish) 8 directions character
« on: January 04, 2018, 04:53:18 pm »
Done! I think this is as far as instinct alone will lead me. I need proper study on how to rotate 3d-lke objects and keep right lengths.
I would really, really like critique on errors which I could improve on.
Animation:

Sheet:

175
Pixel Art / Re: Character design for my game
« on: January 04, 2018, 02:24:55 pm »
I am not in a position to teach anything about pixel art  ;D but I think you should start by increasing contrast so that your shading pop out. Take at some well established pixel art palettes and try to understand why the designer kept such distances between each shade. The fact that you decided to have blue hair under a blue hood also asks for more contrast between the two materials. This is just a recolor with a slightly modified eroge cooper palette:

176
Pixel Art / Re: Here goes a 16x32(ish) 8 directions character
« on: January 04, 2018, 04:45:28 am »
OK, this was fun but tiresome. Jumping/falling sprites WIP, only 8 more poses to go. I will export as gif tomorrow morning.

I also cleaned up some mistakes, hopefully have consistent light on all legs, made the badge on the chest yellow regardless of angle and improved some of the arm's shading. I am getting happy with this, but would surely appreciate any critics :)

177
Pixel Art / Re: Here goes a 16x32(ish) 8 directions character
« on: January 03, 2018, 03:15:02 pm »
Urgh, you are right the light on legs is completely reversed and really I didn't noticed it, thank you. I already shaded the diagonal arms, but the length is still off in many parts.

As for references on 8 direction walk cycles, I am now looking at boktai (which I just discovered on a feature chest thread)  and mega man battle sprites, I would really like some more if anyone can point me to good ones.

178
Pixel Art / Re: Here goes a 16x32(ish) 8 directions character
« on: January 03, 2018, 03:00:47 pm »
Advancing a little bit, I increased the size of the feet in the idle poses, while still keeping 1px smaller than the walking poses. Removed the helmet so I can animate the hair later when jumping and falling etc:

I am not sure about using the red as shaded skin, neither as to how to address the banding on face outlines without changing it a lot on how large it seems to be. On the diagonal direction sprites I always feel like I need to increase the width of the hair and and the idle legs by half a pixel , two is too thin, three is to wide, except when the legs are at an angle on walking poses  :(

179
Pixel Art / Here goes a 16x32(ish) 8 directions character
« on: January 03, 2018, 03:07:14 am »
Hello everyone, I did this quite quickly during new year's eve, trying to learn more about 8 direction top-down character sprites, and I would thank any help you could give, as usual.


I know the animation is primitive at only 3 frames per walk cycle/direction, and that I am using idle as the frame between each step, but I figured it would be pointless to make more frames before getting the shape right. I have very inconsistent arms and feet size, mostly because I was aiming for a more elastic form with limbs which seem to grow when closer to view, not unlike what I tried with this 16x16 guy before, although I feel I failed a lot more as the size and extra directions demanded more detail in comparison:

Mostly I would like any tips on how to maintain the consistency of the shape of the same character when it is turned at diagonal angles, and would thank you a lot for good references on which 8 directional game sprites you think I should study, besides the snes mario rpg and the other M&L rpg games for gba and DS.

As usual, thank you all in advance.

180
Pixel Art / Re: Here goes a 16x16 character animation
« on: November 16, 2017, 05:34:41 pm »
Hey, sorry, I exported as spritesheet and completely forgot about the gif.  :D

I tried making the heads look more topdown as you suggested, shaded the hair, lowered the face, and gave the hair another line of pixels. Lost a bit of face smoothness but it turned out ok I think. I just noticed that all my other attempts have the face wrongly looking at the "camera" instead of its front direction. I knew I would learn something with this lol. Also added knocked down sprites.

I am also so used to referring to my engine as 2.5d on other forums that I mixed up the terms here,. My perspective is always topdown. Until very recently I was using 4:3 (either 32:24, 24:18 or 16:12 tiles), but recently I started developing new tilesets for 2:1 perspective that would match isometric if walls were oriented diagonally.

Here I am making a 16x16 to use on a much simpler prototype without all the z collisions and whatnot, so I wont get stuck on so many technical things and actually see a game getting made, even if it is simpler.

Edit: oops, messed up a frame, there.

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