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Messages - AlexWeldon
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1
Well, first of all, be consistent with your style. In some places you have a black outline, in others you don't. Seen from the front, his head is V-shaped, but from the side, it's more like a Lego-guy's head.

Also, no one stands with their elbows out and their legs spread like that.



2
Everything you say makes sense, but it does not describe the sort of idle animation that a lot of 2d games are plagued with. I don't like tradition as an end in itself and I feel the generic idle bouncy animation for fighter sprites should be evaluated with a bit more critical thinking than it usually is. What you're describing would take a complex animation system to be rendered but it would be worth it much more than the generic 2 pixel vertical bounce.

Well, I think a little bouncing is better than just standing there. Sure, more realistic animations would be great, but there are other factors to consider. Aside from development time, there's the gameplay fact that realistic "idle" animation would involve moving the character forward and back, and players won't like it if their character is moving without their control.

I think the problem isn't with the nature of the motion, since bobbing and weaving is one of the things that boxers do when they're not actively throwing a punch or blocking one, but rather just that the character is only doing one thing. The bobbing and weaving should be continuous, as it is now, but preferably with some rotation of the upper torso and/or "leaning" to the character's left and right, i.e. towards and away from the viewer. Also, the head should be moving around more, as that's the target you really want to make hard to hit. Finally, some other "feinting" should be thrown in... move the left hand a little forward once in a while, or twist the right shoulder slightly forward, as if starting to throw a jab or right cross. I guess you'd have to do the character as more than a single image, so that you could superimpose e.g. an arm animation or a duck of the head on top of the constant bobbing.



3
Yes but that's an invention, you know that? A fighter will move to utilize the space around him for his advantage, he would not excert energy for no reason. He isn't stiff to start with, if he's about to fight. Just because you saw something in some other videogame doesn't mean you should take its truth for granted.

I've been taking boxing classes, and movement in fighting isn't just about maneuvering for an advantage... yes, you're moving in and out of range of your opponent, and trying to be closer to the centre of the ring and push your opponent towards the ropes... but there's also a lot of semi-random bouncing around and moving your body back and forth, just to make you a harder target. If you want to think about it as feinting, I suppose there's some truth to that, but I don't think 100% of it is calculated, even among the pros... at a certain point, staying in motion and keeping light on your feet becomes a reflex; even if you want to hold your current position, standing flat-footed and stationary is going to get you clobbered, even if it "saves energy."

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Pixel Art / Re: FeLo's Horror Circus
« on: December 08, 2008, 10:45:59 pm »
Also i don't get why you break a 2x1 outline like that. It makes the resolution seem lower especially on Kunimitsu's feet.

Maybe it's meant to be aliasing, not an outline... looks like an outline on a pale bg, but maybe he worked on them against a dark bg or intends to use them with one.

5
Pixel Art / Re: '57 Chevy
« on: December 01, 2008, 05:33:26 pm »
This is turning out great! You could sacrifice a thought or two on how to crop this image. Currently the car is a bit on the left side of the image looking away from the viewer. Is there some kind of message you want this picture to have? There's a few things you can put there without changing the perspective and one is to make the car more personal by placing it in a specific way in the picture. You probably want the car's face to be the focal point, so try and enforce that. Expand the picture a bit on the left side to move the car to the right.

You could also do the opposite... sometimes having something way off centre draws more attention than having it dead centre. Either is better than having it just a bit off, though. If you expand the picture to the right, you can actually have the road go all the way to the vanishing point, or almost... then you'd really get a sense of speed and distance, with this car rocketing along an endless road. Right now, it kind of looks like it's parked.

6
Pixel Art / Re: [wip] Man they would really make a horrible team of heroes
« on: November 30, 2008, 01:32:48 pm »
The old hair was more dynamic really, The long side of the jacket closest to us (still on the 4th guy), seems to have more of a gradient than actual shape going on. It'd be nice to see a little hint of a gold coming from the back there.

...or red light from his fireball. I mean, right now you have just some stringy red lines, but I assume those will turn into fire eventually, like in the '07 version. Presumably that would cast some light.

7
Given the style that I'm seeing in your drawing of Tetra (which is the closest to being finished), I think vector art would be a more appropriate medium for you than pixel, no?

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Pixel Art / Re: [wip] Man they would really make a horrible team of heroes
« on: November 29, 2008, 06:14:44 pm »
You've come a long way in a year. I also like the fat guy better than the other two, though there's nothing wrong with them either... he's just got more personality. I find the highlight on his nose too bright, though... looks like he's got bird poop or something on it. Also agree that the shading on the pants is wrong... too dark below the knee. Combined with the (too) short calves, it looks like his legs are bent back, as if he's jumping and kicking his heels up behind him, although that's clearly not the case because of the way his feet are.


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Pixel Art / Re: Mockup
« on: November 28, 2008, 08:48:43 pm »
Don't overdo the texture in the dirt... it covers big areas, so you don't want to get that repeating texture effect, or distract the player from the important areas of the screen.

What I'd do is add a second color, just a little darker than the colour you have now, and spatter it in there, like you would a grass tile, and clean it up so that you don't get noticeable tiling... then I'd do a couple of special tiles with little bits of rock or other things buried in the dirt... then place some of those at random amid the dirt tiles to break up the monotony.

The grass could use a highlight colour, at least. The round rock needs some dithering, because it currently looks too flat on the front surface, whereas I suspect you intended it to be more like a spherical boulder.

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Pixel Art / Re: RPG Battle Sprite (with paste-on expressions) [WIP]
« on: November 26, 2008, 12:01:13 am »
alex- be aware that you are working on a flat model with only two hanging points.  clothing, on the other hand, is much more complicated than that and can exhibit a million different manners of falling and folding.

in general though yeah vertical weight and motion is a plus.

Of course... I just meant it to illustrate the fact that you're not going to get a bunch of evenly spaced horizontal ripples on a piece of cloth that's hanging vertically.

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