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 - Syn
Pages: [1] 2 3 4

1
Pixel Art / Re: 8 direction base
« on: May 19, 2007, 07:07:09 pm »
Try it now.

I think the animation looks awkward because of the actual speed of rotation the frames dictate. The best way to explain this is to look at the legs. Imagine the rotation distance needed to go from sprite 2 to sprite 1. Now look and imagine the distance needed to go from mirrored frame 1 and frame 4. They is much more rotation going on from 1-4 and thus you see a big jump in the animation. You would need an additional frame which represent position in sprite 1 facing the other side.

Hope you understood my explanation. :)

Basically, if you want to have a good rotation and want it to be 8 direction exactly, you need sprite 1 to be perfectly facing the side. Sorry if it sounded complicated, I have a way to complicate my explanations. :-\

2
Pixel Art / Re: [WIP] Iso Run Animation + Title screen
« on: May 19, 2007, 02:24:51 pm »
I really love this stuff, but one thing: That Mercedes looks like a sportive coupé like the SLK or the SL, shouldn't it be lower to the ground like sports cars usually are?
Also, you can see too much of the back of the car as it is imo.

Couldn't resist researching this, lol:
http://autos.msn.com/research/vip/overview.aspx?year=2007&make=Mercedes-Benz&model=SL-Class
Height looks correct in the art.

Anyway, I do think the car looks sweet especially considering the angle you did it in. Do you often draw cars?

Edit : After looking at it more, I agree with Opacus about the back of the car.

3
Pixel Art / Re: 8 direction base
« on: May 19, 2007, 02:14:31 pm »
I think the animation looks awkward because of the actual speed of rotation the frames dictate. The best way to explain this is to look at the legs. Imagine the rotation distance needed to go from sprite 2 to sprite 1. Now look and imagine the distance needed to go from mirrored frame 1 and frame 4. They is much more rotation going on from 1-4 and thus you see a big jump in the animation. You would need an additional frame which represent position in sprite 1 facing the other side.

Hope you understood my explanation. :)

4
Pixel Art / Re: Attack Animation- Crits Please!
« on: May 19, 2007, 02:07:07 pm »
I totally agree with Helm. Aesthetic aside, you need to think gameplay first. Usually action games go directly to the slash and then continue the animation to give a pause between attacks. Unless you want anticipating an attack to be part of a gameplay, I would suggest one "getting ready to attack" frame then go directly with the "attack" frame with some sfx to give the slash some weight. Then go with any follow through animation you want.

5
General Discussion / Re: Heard of Perler Bead?
« on: May 19, 2007, 01:55:10 pm »
I didn't know they were that old. I wish they had them at my school when I was a kid. But I just can't believe how much bead art the people on that board are making.

6
General Discussion / Heard of Perler Bead?
« on: May 18, 2007, 05:21:46 am »
Just found out about this neat little craft called Perler Bead.

http://www.perlerbeads.com/

Basically you use little beads to make drawings point by point. Much like in pixel art and that is why a lot of people recreate game sprites using these. You can see some of those here: http://beadsprites.informe.com/bead-sprites-df1.html

I was wondering if anybody turned their pixel work into real life Perler Bead art. I suddenly feel the urge to go buy these, my walls need some Mario sprites!  ;D

7
Pixel Art / Re: Working on a game :o.
« on: March 21, 2007, 02:49:12 am »
I would of thought everythings a bit too 'head on' considering we've viewing everything from above. maybe you should try different perspective for this on a whole, theres no illustion of perspective. with the character especially, he may be giving the impression hes looking down but his body just looks flat on the screen.

>>

I tried to have a go at making a higher angled character, probably doesn't help much but I personally think the perspective on this is just iffy.. and with such a tall character its gonna be hard.

hope I helped anyway

Wow, I really dig the perspective you used there Terley.  :y:

8
Pixel Art / Re: Mecha sprite
« on: March 21, 2007, 02:41:07 am »
Thanks Darien, I will see what I can do about that. I'll try to blend in the red more and if it doesn't work I might just take it out.

9
Pixel Art / Re: Walk Animations
« on: March 19, 2007, 09:38:39 pm »
Actually, I think that three frames are okay. Not to say it couldn't be a smoother animation, but that depends on you and the situation. If you plan to create a bunch load of graphics, no point in staying so long on a piece unless you have the time and ressources to do it. A game is more the pretty graphics. But like I said, it's up to you.  ;D

10
Pixel Art / Re: Tiles [WIP]
« on: March 19, 2007, 09:27:05 pm »
Nice rocks like everyone says, but for the grass growing on the side, I would follow ridges in the rock to create the base for the plants. Then either draw small blades of grass growing from there of dropping on the sides and down.

Pages: [1] 2 3 4