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Messages - Jigsaw
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11
Pixel Art / Re: [WIP] run animation
« on: September 10, 2009, 09:33:24 pm »
I agree with what Dusty's saying - my biggest issue with the animation is that, for me at least, it reads as if he's moving his legs in parallel with his arms (IE when his left leg is forward, his left arm is too, and not his right one). I realise that the kneepads are coloured differently, but it's hard to make out in motion, especially since the pants are solid black, and the outlines seem to be more or less the same for both legs. It also looks off to me how the outline of his hair never changes even though he is clearly moving and turning his head.

The animation isn't without flaws but the foundation is definitely there. With some touching up I think this could be pretty great.

12
Pixel Art / Re: New wip, animation/anatomy help? (update 2)
« on: August 25, 2009, 11:37:01 pm »
I think the animation looks great, but the shading on the arms really bothers me. It seems really strange that his biceps are somehow lit even when the lower arms are in shadow. To me it would make more sense if the biceps are completely covered in shadow for at least one frame, and the lower arms are covered in shadow more gradually.

I'm also not so fond of how you got rid of the slight sideways shift of his chest/abs, I think it robs the animation of a lot of its character. It just looks a little more mechanic now.

13
Pixel Art / Re: Return of the NINJA!
« on: July 24, 2008, 11:28:48 am »
I still think it needs a crouch at the end, but the hoisting motion is infinitely better. You definitely manage to get across the feeling that she's flinging herself up over the edge (the motion itself looks a lot sexier too), but the landing needs to be "heavier" to really sell that she's actually airborne. A pose similar to the 4th frame in the original animation put in between frames 5 and 6 of the new one should make it look more natural.

14
Pixel Art / Re: Return of the NINJA!
« on: July 23, 2008, 04:05:11 pm »
Looks great, I'm really digging the character design.

As for the animation, I'm certainly no expert but I agree that it needs to have more of a crouch before she goes back to her neutral pose. As someone said before, it doesn't really look as if she's leaping over the edge, but rather that she's just sort of sliding or hovering up. If you make it more into an actual jump, which she then lands from (crouching), and then have her stand up again, I think it would make the motion more dynamic and better convey the feeling you're going for.
Additionally, I think the way she bends her legs also takes away from the impression that she's pulling herself up with the power of her arms - if her legs were completely straight in frames 2 and 3 I think it would look more like she's pulling herself up (or rather pushing herself off) the edge, with the legs just sort of trailing after.

I'm no authority on animation though, so take my advice with a grain of salt. In any event, I definitely look forward to seeing more of this!

edit: threw together a quick edit.



Could be made a lot more interesting of course, but I think the timing and basic motion looks a little bit better at least...

15
Pixel Art / Re: Skeletroids dump
« on: June 28, 2008, 09:31:08 pm »
Looks better overall, but I'm still not sold on the HUD. The basic design idea isn't bad, but I'm not a big fan of the angles, and the fact that they make everything look jagged doesn't really help. :/ Maybe with more AA and more legible text it'd look better, but I dunno really. It is far better than the previous version though.

16
Pixel Art / Re: Skeletroids dump
« on: June 27, 2008, 11:08:06 pm »


I could look at this all day. Love the animation to death! Good call on the hair, too, it looks really great and just makes the character much more interesting to look at.


I agree with the crits on the HUD; it takes up a huge amount of space, doesn't read as well as it should, and IMO just isn't very pretty. The edits people have shown are quite the departure (if nice), but  I'm sure you could make a much more streamlined HUD that maintains a similar style (and reads better).

Looking stellar so far, can't wait to see further progress on this project.

17
Pixel Art / Re: Castle For A Game ( c&c wanted )
« on: October 05, 2007, 11:58:58 pm »
Yeah, the tops of the bricks kinda stood out to me as well, but other than that it looks awesome. I like the colour palette.

18
Pixel Art / Re: Dead Rising SNES demake mockup
« on: October 05, 2007, 11:57:01 pm »
Well, er, I mean, obviously I had it in mind when designing it. But I didn't go over it meticulously to make sure it contains colours the SNES couldn't display, or that there are too many different tiles, or palettes, or whatever. I had wanted to originally, but by the time I got to that stage I just kind of wanted to put it behind me. Call it unfinished, whatever - I'm happy with it for what it is, and I'm ready to move on to something else...

19
Pixel Art / Dead Rising SNES demake mockup
« on: October 05, 2007, 11:45:51 pm »
Been playing a fair bit of Dead Rising lately, and between that and the recent Gameboy Demake Mockup Frenzy, I felt inspired to whip this up.



It's really the first time I've anything like this, as most of my pixeling experience comes from fighting game sprites and the like. Doing the character sprites (especially Frank) was alot of fun, but the tiles/background stuff not so much. I feel alot of it looks really plain, but being the first time I'm dealing with tiles, I had a very hard time figuring out how to improve them.

There are alot of aspects I'm not 100% happy with... For one the screenshot looks a little empty, and ultimately I really didn't make any effort to base it on the specs or limitations of the SNES hardware. I'm starting to feel kinda burnt out and fed up working on it though, so I felt I wanted to just call it done and move on. I had originally wanted to do a few more mockup shots, but it's alot of work, and I'd rather put the time and effort into something I'd be more excited about.


Please feel free to give any c&c, opinions or whatever.

20
General Discussion / Re: SNES colour palette/specs?
« on: October 01, 2007, 07:19:20 pm »
Awesome, thanks. I did look at wikipedia but I must've been blind as I somehow managed to miss it.

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