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Messages - Keizgon
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21
Pixel Art / Re: Boy and his Blob dumping ground.
« on: August 14, 2008, 02:47:24 am »
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I have no idea what you're trying to say here.

The sub-pixeling in the idle here plays with my eyes, maybe it's just me.

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I think the idle animation is great, and I don't think he used too many frames... I think it's 8 frames, but really only 4(1-2-3-4-3-2-1). Either way, depending on how skilled he is(and I can only assume from his others that he is very skilled in animation), that may not be a lot of work.

I wasn't referring to his idle animation, so I should clarify. What I have noticed about his animations is that they are all extremely animated, which is fun to show off such a skill, but sometimes it's not always necessary.

Whatever exactly sub-pixeling is, I haven't seen it before (at least I haven't noticed it). If I did, it probably was used sparingly deliberately so I would not notice it. Of course though, I have played little to no games around when the GameCube and GameBoy Advance first appeared, if it is a new style. I also never played Metroid, so maybe I'll give it a try sometime and tell you if I agree about the subtle sub-pixel animation. Everybody has their own taste in style (part of mine is try not to screw with your eyes), as they do in everything.

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Regardless, workload shouldn't be a negative, and you shouldn't deter people from putting time into their work. Games like Metroid always have great animation and even the idle position has animation(much like his, has subpixel animation). I don't think workload or time consumption is ever really up for critique because it's completely up to the person how much time they want to put into their work.

You misunderstand, I am not critiquing his workload, or any other artists' who want to take their time for perfection sake. However, speaking from experience making games in my spare time, sometimes you have to speed up your workload, especially if you are both the programmer and the artist. That is, if you want to release it or bump it to a full version in a reasonable, yet still long, date.

If he and his friend can create good art pretty quickly, then good. It's totally up to the artist to manager their free time. Nobody has to take my advice if he/she doesn't wish to. It's just my preference when creating games for the sake of allowing me to program more.

22
Pixel Art / Re: my pixel art.
« on: August 14, 2008, 12:49:01 am »
Ok, first of all, if you don't know what it is, chances are that it's not even close to a shape. Don't make "quick things" that defy geometry. If you don't understand basic geometry, take a piece a paper and pencil and practice drawing by recreating simple shapes. Do this first before you try doing anything else. Get the grasp down, then try pixel art.

Secondly, I looked at your shading, it's just diagonal lines moving from left to right. Ok, glad you know where the light is coming from (top left according to your image), but let's do something new.

Picture below shows

A) How you're shading your image (follow the white lines). There wasn't any thinking involved concerning the shape. Take your time if you have to. There is no rush, the better you can do this slowly, the quicker you will become later on.

B) Here's an ugly yellow sphere and the very basic demonstrating of the lightings shape of it. I used these colors to show an example in poor shading. Look how everything is shaded (follow the black lines) in a ok spherical shape, but you can hardly tell due to the colors conflicting in lightness (aka value or luminosity on your graphics editor) and crazy saturation. If the light value is the same for each shade, decrease it on each, creating a bigger space between value (just don't get carried away). For example, if I have a red light value of 80, I might decrease it by 10 (or more if I have to) for the next shade. Now they have a space of 10, because it will be an 80 red lighting and a 70 red lighting. You can apply a similar effect to saturation (although it may take more playing around to get the feel you want).

C) Now look at this cylindrical shape. My light source is in the top left, obviously. It doesn't have a great angle, but that's ok, we're trying to understand how shading creates shape. Follow the black lines, as it selects each shaded piece as it gets darker (the first one is the darkest shade in mine, but I was trying to display design of the cylinder). Note that I use only 4 shades (those squares next to the shapes) for both the sphere and the cylinder. Try not to go over this number for now to keep things simple in the learning process.

D) You are probably wondering what that ugly cylinder with a red 'x' through it is. Well, from what you designed, I believe you were trying to create a cylinder (correct me if I am wrong) and I wanted to point out that creating two ends to a cylinder like this is impossible. Like I first said in this post, go draw some shapes on a piece of paper if you are having trouble with design.



Now this time, try recreating what I did with the cylinder by looking (don't copy paste) at how I designed it. After that, try creating a shape on your own (cube, sphere, ...).

23
Pixel Art / Re: Boy and his Blob dumping ground.
« on: August 13, 2008, 03:55:31 pm »
Nice job with the animations. It fits the cartoony feel.

Now let's get down to some C&C.

The boy's idle animation makes me feel a bit nauseous. I don't know much about sub-pixeling, but you don't necessarily have to have an animation, let alone a ton of frames, for everything. Remember, the more tedious work you do with one character, the more tedious work you have to do with other characters, and this can make a game more time consuming than it should to create. If you take the long way, chances are you'll have to make less sprites to compensate for the time consumption.

Now let's look at the boy summoning the blob. To me, I thought he was sneezing when I first saw that. And to be frank, he still does to me. Some ways to fix this could be: 1) Instead of using a few straight lines to represent the whistle, use a musical note; 2) Not making him go full throttle into the whistling. In other words, don't make things bounce crazily so much when he whistles; it overcomplicates his action. 3) Give him an extra still frame towards the end to let him whistle that note a little longer (without him moving) so the user can actually notice it.

As for the 'feeding a bean to the blob in idle position', again, he's putting too much force into doing something minor. In this case, it's too little of an action to even be such a complex action. Simplify it more.

24
General Discussion / Re: Pixel Art Show
« on: August 12, 2008, 07:23:01 pm »
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The idea here is to showcase the diverse nationalities and such, I guess tie that into how digital art is so viral
Viral? Please do explain. This almost sounds like our work is going to be demonstrated as viruses. So should I give you an entry pre-packaged of a executable appearing as a PNG that deallocates random existing memory? :P I assume it's going to be showcased on shitty M$ Windows, so that's perfect. :P (Please take this as a joke...)

All joking aside, this sounds like a fun activity. You'll see some work from me towards the deadline (quite busy atm).

25
Pixel Art / Re: my pixel art.
« on: August 11, 2008, 12:23:13 am »
You seem to have the habit of pillow shading your images. Take a look at the black clay baby from space (?), it shows horrible geometry. I remember when I use to do this when I was starting out because I had little concept of the light source. It did me wonders just to read a tutorial on how to do this:

http://www.natomic.com/hosted/marks/mpat/shading.html
http://www.derekyu.com/?page_id=225

There are of course other techniques to go with this, such as dithering, but it's best you first understand the light source (which is usually not in front or behind the image, but to an angle to show geometry). Read those tutorials and see if you can try again.

Also note, you seem to be too abstract in your designs. Try designing something simple for practice, like basic shapes (sphere, cube, cone, ...). Later try going to real objects you can study with a photo or sketch (snakes, rocks, ...). If you want to be creative, do it based on loosely real objects when you have the feel down.

Don't worry, you'll get there with some practice. :)

26
Pixel Art / Re: Girl
« on: August 11, 2008, 12:06:40 am »
May I ask how you drew that? With a pencil (scanned and resized), a tablet, or a mouse? I ask this because I'm impressed with how much that pose breathes life into it.

I believe color and shading are good, with a few little nitpicks.

To begin with, you might want to consider some problems with few areas. For clarity, I drew some arrows pointing to a few areas on two different backgrounds:



The red means you will have trouble on other backgrounds.
The blue, however, are more of just something you want to watch out for when creating a background for her. Depending on the background, you could get away with those black lines, but of course it always helps to make those black lines appear not entirely black (never use color #000000 for something like this), but a really dark shade of the current darkest shade of brown.

Overall, good job. Design seems to be done quite well in my opinion.

27
Pixel Art / [WIP] Dragon Warrior 4 Battle Theme
« on: August 10, 2008, 04:00:20 pm »
One day, a year ago I created a few sprites based on the old NES's Dragon Warrior 4 monsters. Why? Well, for one, it was my favorite NES RPG since the monster sprites impressed me what you could do with the 8 bit theme. Second, I was bored and had plenty of time in the world.



Ok, off the bat, there are problems with it, obviously:

1) I hate the cat. Proportions are horrible, shading is questionable, and color choice is VERY questionable. I am thinking I should just give it a new stance entirely, such as on all fours looking at the user.
2) I think the Beetle Knight with wings is probably the most native to the theme (since the use of black shading to blend with the background is used frequently). However, it doesn't seem to blend with the others, since it has no shading at all (if you ignore the black shading). I thought it didn't need any. Note that I used a quick reference to the StagBug from Dragon Warrior 4. If it looks too similar, I am sorry, avoiding this is somewhat hard for the 8 bit theme for this particular angle. Rest assured I got my teenage editing angst out of me years ago back in 2003 when editing things for RPG Maker peeked my interest. ;)
3) I'm pretty savy with the red hatted mage on the right there, except maybe the shoes I stole (poor me :P) from the Beetle Knight.
4) The terrapin, or turtle-like, fighter I am iffy on. While I do like seeing it look more alive than just standing there, I can't help but feel confused with the stance. Maybe it's my poor lighting? Note that it's head is different than any turtle you ever seen, and yes this is intentional for creativity reasons. ::)

I might show more little strange monster things in the future in this thread if I need some more C&C on the style. I really should edit the current ones right now, but I thought it wouldn't hurt to hear from some more professional level of 8 bit graphic art.

I would appreciate some C&C based on the 8 bit theme Dragon Warrior 4 created.

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