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Messages - dock
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General Discussion / Re: Cosmigo Pro Motion tips?
« on: January 27, 2011, 11:19:44 am »
Ptoing, as ever the world has much to thank for your existence. :) Must get you to the UK again at some point!

AnnIrishman - Please do! Share the love!

In general I find myself incredibly clumsy with Promotion, so I need to use it for a small project just to get over the difficulties. I'm finding the palette editor hard to use for example, so I guess I just need to follow the docs more closely.

I do find myself wishing I could isolate sections of an animation, so I can keep them all together in one project but work on walk cycles and jump animations independently. Is there anything in Promotion to support this, or do I need to chop up my animations into different parts and then join them up again when I'm ready to export?

General Discussion / Re: Cosmigo Pro Motion tips?
« on: January 26, 2011, 02:32:15 pm »
Aha - Panning is done with Shift + Alt held simultaneously. N for nudge sorta works, but is very weird.

The swap FG/BG thing doesn't really cut it for me, especially as it doesn't give me the ability to change the background colour. Ah well, it'll have to do. Thanks for the tip.

At least I just figured out that I can Ctrl+Right Click to pick up the background colour.  I really don't like drawing with the right mouse button with a graphics tablet.
(I often use a mouse when pixelling, but not always!)

General Discussion / Re: Cosmigo Pro Motion tutorials?
« on: January 26, 2011, 11:23:03 am »
In order to make this thread embarrassing, maybe I should post up my own observations. I just got my unlock code, so it's time for me to take this seriously. Obviously the manual is useful, but it's handy sometimes to have a little focus. It's not as though I use all of Photoshop, for example.

Random observations:

- 1+2 to cycle through animations is of course very handy.
- The tooltips are excellent in this program.
- H and Shift H are handy for resizing your current brush. I use this all the time in photoshop with the square brackets, so it's handy to find an equivalent.
- '.' for single pixel is also a godsend
- Pressing the G in the AFGS buttons (top left-ish) locks the palette to be universal for all animation frames.
- It seems to require a little hand holding. It doesn't like transparent PNGs (or rather treats the BG as white), and it often messes up the colours when I try to reduce the colours on a 2 colour animation. I've found myself using 8-bit PNG to stop it from choking when importing files from Photoshop.

So far I'm a little overwhelmed by it, but firing up a couple of my animations I can see how it can improve my workflow and ultimately improve my work whilst saving me time.

A few questions:

- Is there any temporary shortcut for panning the canvas?
I know I can switch with Alt+N, but in Photoshop I use the space-to-pan thing pretty often, and it's notable by its absence here.

- Is there a shortcut for toggling foreground and background colour?
This is especially relevant when I'm trying to pipette a new background colour with Ctrl.

General Discussion / Cosmigo Pro Motion tips?
« on: January 24, 2011, 10:56:20 pm »
I just bit the bullet and bought Cosmigo Pro Motion.

I found the video tutorials, some of which are using Pro Motion. Are there any other good resources or tips for the software? Even some personal usage pointers would be handy. :)

Pixel Art / Re: Wipppah!
« on: January 19, 2009, 06:12:53 pm »
This looks great, but it doesn't seem to be a 'whip' necessarily. It's more like a bendy piece of rubber or a chain perhaps. I love the motion blur though.

Pixel Art / Re: Atalanta Animations
« on: January 13, 2009, 04:30:45 pm »

The Fire Emblem games get around the arrow loading by giving the archers a low hanging quiver.
Alternatively you could have her grab a new arrow after firing, and carrying it ready to load. 

Is her quiver facing the correct way for her hand? Do archers reach from the near or far shoulder when loading from a shoulder quiver? (I don't know!)

I also really think this girl could do with wider hips, and maybe a longer skirt (to have more shape and movement). It doesn't need to be sexed up, just a little bit more like a female body shape.

« on: December 18, 2008, 10:57:52 am »
I really like the way the new water turned out. Looking forward to seeing the corners!

I think the animation could be better, so that each frame blends into the next frame, somewhat.... wait, on second viewing I can see that it is scrolling, I misread it at first (worth knowing that it can happen though). I think you have to see a body of water to understand how it looks truly.  :) 

2D & 3D / Re: Crocodingus [iPhone version]
« on: December 18, 2008, 09:21:18 am »
Loving this! :) Saw it on your site a while ago, and I've been meaning to try it out on the DS.

I agree, the tree leaves need to be higher contrast, and in general things could do with higher contrast. For example, the walls could be darker and more red so that the crates and signposts show up against them better.

Is the water supposed to be a reflection? It would be nice if it were (using the whole flipped geometry trick), but right now it is just transparent.

« on: December 14, 2008, 01:30:29 pm »
Looking good so far! 

I think your water needs white froth / edge treatment when it hits the shore. I also think it's too high contrast right now - it's quite distracting from the rest of the scene, so you might want to tone if down a bit.

« on: December 11, 2008, 06:06:50 pm »
mmm thank you dock

And yeah static tile for the water looks really bad... but im thinking if only 3 frames for water animation would do, say like 1 frame per second, im thinking it can look alright for a strategy game. ;D
Yeah, 1 frame per second would be enough for this sort of thing. :) Don't forget you can have rocks in the sea as well.

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