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Messages - big brother
Pages: 1 [2] 3 4 ... 34

11
Pixel Art / Re: Fighting Game Animations
« on: September 11, 2015, 09:00:36 pm »
Sometimes having fewer unique frames can lend weight and impact to an animation. I did a quick edit, either removing frames or duplicating existing ones to produce the attached gif.

12
Pixel Art Feature Chest / Re: Castle of the Winds
« on: October 06, 2014, 07:23:22 pm »
I would pick more dynamic poses for the characters (unique for each, not just a mirrored version) ... It might help to not think of them as poses, but as reactions to a threat in the story the scene is telling. A dark background will suit the mood better.

13
I'd recommend including some portraits that have ears so it doesn't become a consistent anatomical omission like Liefeld does with feet. 

14
Pixel Art / Re: Dangerous Dave [NES]
« on: May 21, 2014, 09:51:27 pm »
Loving the sprites and animation! The shotgun blast stands out as a little odd to me, being perfectly circular. It doesn't seem to match the zombie's dynamic death animation. Minor crit, though, looking great!

15
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 26, 2014, 10:17:50 pm »
Don't forget to raise the hip on the right side of the image to achieve contrapposto.

16
Pixel Art Feature Chest / Re: Cosmos-X game mockup
« on: February 18, 2014, 02:38:56 am »
The lines on the floor tiles align with the edges of both types of raised platforms, and flatten the image. I think the blue edges should be a tad brighter (especially along their outermost edge, since the existing colors seem to imply rim lighting) and thinner. Right now they almost look the same size as the floor tiles, which makes the grid much more obvious. I would also darken the floor and put some small random lights on them to reinforce the setting. Might be worthwhile to turn the crates at angles, adding visual interest and breaking up the grid.

Sprite designs look fun, I like the variety in their silhouettes.

17
Pixel Art / Re: How to loop/preview a region of frames in Pro Motion
« on: February 06, 2014, 04:33:51 am »
You can use >Frame>Copy(range of frames) into a new project and save that as a GIF to export a section of your animation.

18
Regarding the plant biting animation -- what if it opened its "mouth" during the rearing/anticipation frames? I think that would better communicate the impending danger.

19
Pixel Art / Re: Character for a brawler
« on: September 20, 2013, 09:30:23 pm »
I would start by blocking in the main forms. Don't worry about keeping the pixel outlines clean or adding AA, you can do that later.

It's important to have Tom Platz legs. They are guaranteed to scare children and small dogs.

20
Pixel Art / Re: Chase Kings [WIP][C+C]
« on: September 20, 2013, 08:54:10 pm »
If you look at TF2 characters, a lot of care was taken to give them unique silhouettes so they would be instantly distinguishable in-game. Because the colors are unified to show team affiliation, the shapes become even more important for identifying unit type. Currently, the king and the knight share too much -- same approximate size, same head atop an upside-down U body. I recommend exploring the contrast between sharp angles and curves to highlight the differences between these units. Best of luck!

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