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Messages - Avocado
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11
Pixel Art / Re: [WIP] Dungeon Romp (Animations!)
« on: June 29, 2009, 05:34:46 pm »


most of the dragon was a rush job done a few hours before the project deadline, so forgive the lack of animation in parts other than the head.  :blind:
The protagonist death is basically the same as the knight death, again due to time constraints.  I might revise it to give it more of an anguished feeling, with him stabbing his sword into the ground and sort of leaning on it before collapsing, like, not now, I cant die now!

The dragon overall pissed me off because I couldn't just work with flat color and there was no way to stick to the three color limit without it looking kind of icky, but im pretty sure ill be able to figure out a way to improve it.  The fire breath is bland but I like the head shakey thing I did with the death, I just have to change the way the body moves.

I'm pretty satisfied with how the protagonist blocking animation came out, and have a jumping animation underway but it's only keyframed in so I'm not going to upload it.  I've started working starting with keyframes instead of all of the frames and even though it takes a bit longer I really like the way things are turning out now. 

After I finish up the jumping animation ill get to improving all of the older stuff, guaranteed.   ;)

 

12
Pixel Art / Re: (WIP) Advise Please.
« on: June 20, 2009, 04:35:47 am »


First off you might want to work on a darker background, white is kind of bleh and makes it hard to see highlights.

Hopefully I haven't butchered what you were going for too much and you can see what I was sort of trying to do.  Yours looked like he was falling over backwards and the perspective was kind of odd, I tried to fix the perspective but the side-view might not be what you were going for.  I left your head pretty much the way it was, I actually really dig what you did with the mask.

Basically what I did in the eidt was mess around with anatomy a bit (the arm is completely off and blobby in my edit but I think the size proportions are okay) and edit your coloring a bit.  Your coloring was a bit unclear and could have been cleaned up and there were al ot of very similar values, which I hope I cleared up.  You might not want the boots and the shoulder/chest armor, I don't really know why I threw those in.  I guess I wanted to break the brownish monotony a bit.  I also left out the energy pack on his back, I wasn't really sure about how I would go about adding it in with the colors I had without making it look too odd and this was kind of a rushed edit.  Sorry about that.

It's not really a great edit but what I hope gets across is: cleaner coloring, more contrasty hue shifts, better readability, anatomy, less colors.

Hope this helps and isn't completely wrong style-wise.

13
Pixel Art / Re: [WIP] Dungeon Romp (Animations!)
« on: June 17, 2009, 11:46:17 pm »




I tried to apply most of your guys' crits of the swing to the knight's stab, hopefully that turned out okay.  The walk looks kind of weird so I might mess around with the knees a bit.  I feel satisfied with the bug death.

Don Risotto: Yeah, I see your point.  I'm not uploading the new animation because I'm being pressed for time and I'm satisfied with how it looks, but I moved the shield up a bit more during the peak of the swing.
Regulus: I feel like that might be because the depth isnt really visible because I didn't shade the arm, I see what you mean though.
Corsair: Thank you very much for the edit!  Definitely taught me quite a bit about smoothness, hopefully you can see some of your crits applied in the knight's attack.  If I have a bit more time before friday I'll see if I can update the character swing even more, I did a little bit of editing but I looked at your post again and realized that I missed half of what you said.  I'll definitely upload an improved version sometime though.

14
Pixel Art / Re: [WIP] Dungeon Romp (Animations!)
« on: June 14, 2009, 01:12:07 am »
Hopefully this solves some of the issues you had with the attack animation.  I looked at your edit and Ben's animation from a million years ago:

I think there's a speed problem with the upload, I do some stuff with varying frame speeds and apparently photobucket doesn't like that. Might just be internet explorer, I really dont know. To be perfectly honest I was going for an attack something like in http://www.youtube.com/watch?v=j-nyKk-xbK4, but I feel like this is a decent compromise between the two because the game that this is going into is less "smash attack button" than chiki chiki boys. Should I exaggerate the keyframes more? That's the one thing kind of bothering me.

also, I updated the walking animation. Unless there's something horribly wrong with it this is probably going to be the final version.


also, zombie!

15
Pixel Art / Re: [WIP] Dungeon Romp (Animations!)
« on: June 12, 2009, 12:28:06 am »
@32: You're right, ill get right on that.

Animations!

(old crawl, new crawl, falling from the ceiling, all 4 frames)
(Still have to fix the body he's bobbing like a madman, but do the legs look alright?)
(Still have some work to do with this but is the general motion of the shield an improvement? I know about the little gaps where it seems to do a figure eight, im going to fix that)
(Sword swing from the last post, I just wanted to have everything in one fat post for convenience. Is the movement of the right leg too much of a bother?)

16
Pixel Art / Re: [WIP] Dungeon Romp (Character update)
« on: June 11, 2009, 01:08:24 am »
ooooooh animations (now in original post and two posts down), and thanks for the comments everybody

and a quick character update of what's probably going into the demo, which means these are the characters im giong to be focusing on.



I tried changing up the protagonist's pose based on pawiges edit, but my big concern with this is that I don't know how much sense it makes for the protagonist to be so un-alert when hes in a dungeon teeming with baddies.  I think i'm going to wind up making the pose more like pawige's edit or keeping the original one and playing around with the shield some more. Sokota, I'd like to keep the shield circular, but thanks for the suggestion.

17
Pixel Art / Re: Octopus Boss Sprite
« on: June 11, 2009, 01:00:51 am »
I agree with Keith, and I feel like it would be easier to give crits if I knew what you were going for.  For example, the shape of it's head kind of bothers me, but that might just be a stylistic choice. He looks kind of happy and surprised in the two newer ones, where he looked slightly angry in the original.  The two tentacles that are (hopefully, unless im reading it wrong) pointing at the player are hard to read and kind of look like tumors on the two tentacles that they're in the middle of. 
You have something crazy going on with your shading but I think it comes out looking really cool and your dithering is great, I just don't really understand what the octopus is supposed to be doing. Is he going for a hug or is he trying to be threatening?

18
Pixel Art / Re: Jake Bonfire crit discussion
« on: June 11, 2009, 12:57:04 am »


EDIT: I feel like what I wrote originally was too harsh and not clear enough so i'm going to rewrite it.

I did the limb silhoulette thing to sort of show you what my biggest concern is:  You seemed to have changed the coloring of the sprite more than the shape of it and the limbs still all look very similar and are still kind of shapeless.

I feel like the biggest problem you have is that your limbs are stiff and dont seem bendable. It might help if you think about them in terms of yourself and how your own limbs might work.  Right now it seems like you're just drawing them so that they look like body parts rather than function like them. Another concern of mine is that there's a slight lack of definition and the limbs look kind of blob-like, which I feel that having more discernable joints would help out with as well. 
Also, the way he's holding the gun seems a little uncomfortable to me; is he preparing to fire or just idling?

There's still some trouble with lack of contrast between colors and the eyes are kind of hard to read with the new mask but overall the sprite looks a lot more crisp and less messy. Can you tell me how you're going about doing your outlines? I'm just curious because different parts of your outlines are different colors in some places, it's not a big critique of mine or anything.  I'm also curious about why you chose to make the mask, gloves, and pants grey but the shirt and shoes khaki-ish. Good luck, hope this helps!

19
Pixel Art / Re: Jake Bonfire crit discussion
« on: June 09, 2009, 11:35:21 pm »


I would have edited some more stuff but im kind of short on time (I lost track of time while editing this, haha), hopefully you see sort of what im trying to get across. My edit is 6 colors (four on the character and two on the gun), your original sprite had some repitition of colors and a lot of very similar hues, and did not seem like he was "guarding" the base.  I used your colors and some slight modifications and changed his pose.

I brought the gun arm back because it seemed like a large gun, and made his other arm a support for it, and I bent his knees a little to make him seem more alert.  I wasn't sure if the head was supposed to be a helmet or a head wrapping of some sort, so I gave him a wrap. I liked your eyes but the way I changed the head they came out looking kind of weird, im sure you can figure out how you want to do it.  Your legs are also a bit conical, seeming really thin at the top and expanding down, and your waistline seemed kind of low. This might have been the reason you had difficulty with movement animations.
I feel like you might want to keep an outline around it though because I tried setting it against a darker background and it comes out looking hard to read. Upping the contrast might help with that, im not too sure.  I think mine is also off balance and leaning backwards a bit but hopefully the ideas get across.

I feel like most of these crits go for your protagonist as well, I feel like he could do with a more energetic pose.
Hope this helps!

20
Pixel Art / Re: [WIP] Dungeon Romp (Character update)
« on: June 08, 2009, 10:41:52 pm »


I played around with your color suggestion and realized that my problem wasn't the three colors thing so much as the lack of saturation. Do you guys prefer the saturated or unsaturated version right below it? Is the shield still a belly?
Animations are underway and will be up soon, in the neighborhood of later today or tomorrow.

EDIT: ack, nevermind, project leader says they're oversaturated and liked them the way they were.

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