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Messages - Rynen10K
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41
Pixel Art / Re: Seagull guy test
« on: March 15, 2007, 07:01:54 pm »
Looking cool :) I would personally give the earflaps on the hat a bit of motion to add to the feeling of flight though, maybe you should give that a try? The smoothest animation of a bird I remember seeing was in the game Yoshis Island on the SNES. Maybe worth you checking that out?

Jason.

I was actually looking for sprites of the goonies from Yoshi's Island as reference, but to no avail :(

And I was going to eventually put in a bit of a flap to the earflaps, too, but I want to get the big problem out of the way first.

EDIT: They weren't exactly the sprites I was looking for, but I see what Adam was talking about:



You can see it in the last 2 frames there...

42
Pixel Art / Re: Seagull guy test
« on: March 15, 2007, 06:37:14 pm »
this animation is good for you or not Rynen10K ?




EDIT:  I'm really sorry for my bad english  :crazy:

Yes, that was what I was thinking of! Cool!
However, I think there is one more frame than there needs to be... Frame 5, by the looks of it...



Although, now you can't even see the blur... hmm... perhaps it needs 2 frames of blur after all?

I was trying to actually replace the original 4th & 8th frames with the stretch/blur for a faster motion effect... I kinda like the cartoony stretch of it, too  :D

Hmm... I think I'll try it again in a while - kinda busy with other stuff right now. Thanks for the edit, though!


AdamAtomic: Thank you very much for all the info and advice! I'm gonna try out a few tests later on to see how that works out... I kinda wanted his wings to look kinda like hands, too, which I think works for this animation (probably just me, though), but I want to try that technique to see if it looks better...they seem kinda stiff right now.

Thanks again!  :)

Also, any advice on what to do with the body movement? It looks kinda weird without it, but it also looks really unstable with him bobbing up and down like that all the time...

(yes, I know the shading's off - it's an old version of the sprite)

43
Pixel Art / Re: Seagull guy test
« on: March 15, 2007, 02:35:16 am »
Ah, for some reason, I keep thinking this is different than Squash n stretch, but, yeah, I probably should've figured that out  :-[

I've tried quite few times to get this to work, but I don't really know where to start... I've tried drawing it out on a larger scale, but it never flows properly...like, at all. I think it's the feather/finger things that are throwing me off...

EDIT: Here's my horrible attempt...drawn in flash

How can I make a stretched inbetween for these 2 frames?



Man, I'm really rusty on my basic animation stuff :(

44
Pixel Art / Seagull guy test
« on: March 15, 2007, 12:56:52 am »
Hey, guys!

Decided to try a hand at animating a wing flapping seagull guy... let me know what you think!



It looks good to me, but at the same time, it feels like it's missing something...hmm...

I'm thinking of adding that "swoosh"y inbetween effect (I don't know the correct name for it  :( ) in frames 4 & 8... or will that ruin it?

Thanks!

EDIT: By "swooshy", I mean this:

The middle frame, where everything gets stretched...what's the real name for that?

45
Pixel Art / Re: Sidekick/Hiptop Game Dump
« on: March 02, 2007, 06:53:41 pm »
yeah i just found out about the one-button-at-a-time thing on another demo i was doing...that was a bit of a shocker.  I was pretty familiar with most of the art limitations, but I wanted to do a little like rhythm game where one thumb rode the 1-4-7 and the other was on the 3-6-9...yeah didn't happen :P  I've worked on some games where you can't even FLIP sprites OR swap their palettes without hammering memory or the framerate.  It's insane!

These phones have like 50x the processing power of a GBA, and some of them have screens that are on par with them, but for whatever reason the hardware paths just aren't there, it's a real shame.  Circular too - the phones are messed up so its hard to make good games for them, and since all the games suck adoption rates for mobile games are incredibly low, and since no one buys mobile games they're rarely properly funded and manufacturers don't outfit the phones with decent graphics capabilities (or at least let java have access to some of that stuff!!)...eerrggh
...

Is using scaling and rotation for sprites unheard of or unfeasible for Mobile games? Or does it depend on the phone, etc...
Just wondering, as I've been experimenting with some squash/stretch and rotation ideas for some sprites...I see it alot on GBA games (Wario Land 4 and Pokemon come to mind...), but I don't know if it's ever used for cell phone stuff.

46
Pixel Art / Re: My first run cycle
« on: February 18, 2007, 08:20:40 pm »
Minor Update v1.3 :



The heel hits the ground first, which i missed for some reason the first time...

Next up: Back arm. Shouldn't be too hard, tho...

EDIT:

47
Pixel Art / Re: mech
« on: February 18, 2007, 09:35:59 am »
I would say: modelling, uv, texture.

isn't that the way it normally is?

i guess you'd have to really think ahead when texturing before mapping...

Does it work differently with this small of a scale texture?

48
Pixel Art / Re: My first run cycle
« on: February 17, 2007, 07:57:30 pm »
It'd be a nice touch, once you have the walk solid ot alter the back leg a bit(move/shift a pixel here and there) so that it doesn't overlap perfectly with the front leg. Super Metroid did this for Samus's walk. It ruins the walk effect for me seeing the same leg over and over.

Hmm... maybe if I make the back leg a darker shade?


49
Pixel Art / Re: My first run cycle
« on: February 15, 2007, 11:41:40 pm »
I think the heel should hit the ground first, other than that (and the missing arm you already know about), I can't see anything wrong with the animation.

I think you could make the palette more interesting though. Hue shifts in the yellow and I'm not big on the black lines for arms and legs.

Yeah, I was just noticing that too... it would make more sense.

Right now, it looks like his legs are having spasms or something  :P

As for the lateral movement, I'm trying to keep it to a minimum, but I will try and add some to see how it looks.

50
Pixel Art / My first run cycle
« on: February 15, 2007, 11:14:37 pm »
Hey, guys!
I've put together static pixelart before, but this is the first time I've actually tried animating a run cycle, so I figured I'd get everyone's crits & tips on it.

8 frame run cycle for mecha-man (LATEST VERSION):



Thanks!

POINTLESS EDIT: Here's a quick turn-around. Yes, i know the shading's messed up due to flipping. I'm lazy.


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