Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sokota
Pages: 1 [2] 3 4 ... 15

11
Archived Activities / Re: Secret Santa 2013 Sign-Up
« on: November 20, 2013, 08:12:53 pm »
This will be poppin' my secret santa cherry, I'm in! ;)

Likes:
Cyberpunk, dieselpunk, western cowboy stuff, meerkats, vikings (any combination is great)

Dislikes:
Spaghetti

12
Pixel Art / Re: Making of 4 scenes for a indie game
« on: July 07, 2013, 05:37:59 pm »
Scene 3 is my favorite, I watched your 'making of' video and it was actually pretty helpful to myself. You're rendering workflow was helpful to see. Also, regarding the 3rd scene, the colors are much more saturated in the image you posted versus the image as seen in the video? Because I thought the colors of scene 3 in the video worked better (weren't so saturated). Great work!

13
Pixel Art / Re: Stasis Game Walk Cycle
« on: January 27, 2013, 04:20:21 am »
Quote
Still looking for suggestions on anatomy, but I'm happy with where it is at for now. I redid a walk cycle. I'm trying to get an all around 'normal' or 'casual' walk cycle that multiple npcs could use strolling around a city, as well as be the cycle for the player. This is what I have come up with so far. Any feedback would be greatly appreciated. I'm still working on tweaking things to give it more life; I don't like the arms much and the head and hands need work.


The one on the right is one with more torso movement. I think it has a bit more vitality but it was weird with the arms and legs..made him look he had some grandma titties. So I attempted to do something a lot more subtle. Another note, I didn't have black outlines to begin with, but I'm going for a somewhat graphic novel feeling, and I think it might add to the aesthetic. But I might go back to just dark outlines. Thoughts? Thanks so much.

14
Pixel Art / Re: Character Anatomy Rework [C&C Please]
« on: January 15, 2013, 03:13:26 am »
Trying to update a character template's anatomy..Please tell me what you think! I'm also not sure how I feel about the black outlines. I am trying to achieve a sort of graphic novel-esque look. I used a few google image references for the abs section..Not real happy with the arm at the moment. Also updated abs have serious banding issues..Most of the sprite does actually I think. Also, he's got chunky clusters. Is it working for against the style? Colors also need help. So much to improve, but I could use some pointers in the right direction! Thanks so much!

15
Pixel Art / Re: Walk Cycle | Animation help!
« on: December 10, 2012, 04:51:42 am »
Okay so after a little tweaking, I've toned the walk down to this.

I still feel like it's not casual enough. And that the legs are a little weird. Need to tone down the back arm swing as well. I'll keep working on it though.

Also, I'm working on a throwing animation because a character is throwing an molotov cocktail (could be any small, grenade-like thing) in a cutscene. The idea is the classic 'point, then throw' type of movement. Anyways, I only have the three keys..2 extremes and the passing breakdown, but I was hoping I could get some help with it. Yes, I looked at myself in the mirror, probably need to do it more, but the passing is giving me trouble. Also don't like the legs. I feel like adding some accents would be good, but perhaps I need to exaggerate the extremes before?

I was trying to put arcs in the hands and strong[ish] lines of action in the extremes.

All feedback is appreciated, thanks. I will keep working on this stuff in the spare time I get.

Sokota

16
Pixel Art / Re: Human Walk | Bird Walk | Bird Fly Cycle - Animation help!
« on: November 19, 2012, 03:36:36 am »
NaCL: I have just started animation school; this is my first semester. But to be fair, that walk cycle looks like complete s***. I've been studying some stuff over the last couple of weeks and have had some small realizations (if they can be called that, lol). I took your advice and sat down and spent a day working on creating an entire walk cycle, and this is what I came up (A big improvement, but it still needs some going over).


I was trying to make a casual walk...but I think it's too bouncy in the current state. At first the arms were kinda pompous but I toned those down to this. Think it's looking much more like how I want it to. I'm trying to make it more casual and smooth, so any feedback is welcome.

Decroded: Right now, I don't own Photoshop so I don't use layers in my workflow at the moment. I make all my pixels in MSpaint, oldschool. I will probably be switching to GIMP and doing the whole opacity layering thing, since when I do handrawn animation, flipping helps out tremendously and I can't do that with my dated workflow. Right now my new animation is 8 frames, I'll work on making it 12 frames soon, but just need to take a break. Also as far as animation goes, I've been doing pose to pose as far as the process is concerned. So for this new animation I did contacts, passings, downs, then the ups last.

Thanks for the feedback, I'm continuing to try to improve. If you guys want to see some of the handrawn exercises I've done in my class I'll be happy to post them.

Sokota

17
Pixel Art / Re: Human Walk | Bird Walk | Bird Fly Cycle - Animation help!
« on: October 19, 2012, 01:16:10 am »
Hey thanks for the feedback, Decroded. I've toned down the walk some, as I wanted it to be more casual and applicable to any character.
Image and video hosting by TinyPic" border="0
The first is the current walk in the game (it's really, really ancient..) and the one on the right is my new walk to replace that one. I'm kinda impressed with how far I've come. First is 8 frames, second is 12. I like it except the weird crap going on with the feet wobbling (due to foot/leg separation..not sure how to fix it though, or smooth it out..). Like before, I want to be sure I've nailed the legs before I move on to the torso. Any thoughts? I'd be happier if I could somehow get it to have more weight. Thanks so much.

Sokota

Also, as for your suggestions for the bird, I will check it out and see what I can do. I like the idea of the bird squawking. The bird walk is a full cycle, it's just only four frames, lol. I could push that to 8 fairly easily.

Edit: I just realized the walk is jacked up because there are two contacts, and his picks his foot up and sets it down again. Silly me.

18
Pixel Art / Stasis Game Walk Cycle
« on: October 11, 2012, 07:45:27 pm »
Still looking for suggestions on anatomy, but I'm happy with where it is at for now. I redid a walk cycle. I'm trying to get an all around 'normal' or 'casual' walk cycle that multiple npcs could use strolling around a city, as well as be the cycle for the player. This is what I have come up with so far. Any feedback would be greatly appreciated. I'm still working on tweaking things to give it more life; I don't like the arms much and the head and hands need work.


The one on the right is one with more torso movement. I think it has a bit more vitality but it was weird with the arms and legs..made him look he had some grandma titties. So I attempted to do something a lot more subtle. Another note, I didn't have black outlines to begin with, but I'm going for a somewhat graphic novel feeling, and I think it might add to the aesthetic. But I might go back to just dark outlines. Thoughts? Thanks so much.

Trying to update a character template's anatomy..Please tell me what you think! I'm also not sure how I feel about the black outlines. I am trying to achieve a sort of graphic novel-esque look. I used a few google image references for the abs section..Not real happy with the arm at the moment. Also updated abs have serious banding issues..Most of the sprite does actually I think. Also, he's got chunky clusters. Is it working for against the style? Colors also need help. So much to improve, but I could use some pointers in the right direction!


I'm reworking an old project's sprites and I redid the walk cycle (which was 8 frames) into this one, which is 12. I'm currently enrolled in animation school, first year. I feel like I have a decently smooth animation, but the weight is the problem..there's no punch. I'd appreciated it if I could get some C&C, as I want to make this the best walk template I can for our game. Thanks so much!


No torso movement/bob has been added yet, I want to nail the legs first. The game is a mouseaimer. I feel like the inbetween after the contact might be too snappy. Anyways, thanks for any feedback, I'm trying to learn as much as I can.

Also, this:

I'm planning on having a multitude of birds in the games to add detail and life to the environments. I wanted to have a walk on the ground and a flight animation, that way when the player walks up to the birds, they get up and fly away. In the meantime, I don't want them completely idle...this is what I have for the walk so far. I was referencing this video (1:14-1:17) for the crow walk. I think I'm close, but I feel like more could be done..not real sure on how to add more than four frames, but if I could make it smoother..please direct me in the right direction.

And now this:

Huh, dunno why it didn't alpha. Anyways, 8 frame fly cycle. I think it's pretty smooth, and decent looking, except for the tail and head. I'm not sure what to do there. Any feedback is welcome. Perhaps adding a bit of perspective so you can see a second wing would help, but I'm not sure on how to do that. I used this as my reference for the fly cycle. I also just realized how bad the dither pattern on the wing looks.

Regards,
Sokota

19
Hey, been working on some other sprites for this game..it's been awhile. But I have this massive helicopter sprite I'm working on, and I'm just kinda at a loss of what to do with the form...I am happy with the lineart but the actual shading part has been throwing me a curveball. I was hoping someone else more experienced might be able to help me out.



In the game, the rotors move indepently from the body, so I'm not sure how to handle the shading there, perhaps animation. This is with only four shades of gray..I plan on using 8 or 12 perhaps, we shall see. All C&C is welcome.

Thanks

Sokota

20
Pixel Art / Re: 1950's Cyberpunk Platformer Project [update]
« on: July 04, 2012, 02:20:41 am »

Okay so I fiddled with the fedora a little bit (it looks more like pistachio's edit, but the lighting contradicts the patrol car atm), haven't had the time to redefine the detective. However, I'm almost satisfied with the patrol car (top left is the most recent), but any suggestions or cnc would be great. I'm gonna move on to some other elements though; As far as tiles are concerned...I'm still debating the best way to handle the tiles since I have a weird perspective going on. Any suggestions or ideas for that? Thanks so much! I'm really trying to make these sprites very solid.

Sokota

Edit: @Lachie: I'm not a Croat, I'm an American. Sorry to disappoint ;)

Pages: 1 [2] 3 4 ... 15