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Topics - r1k
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1
Pixel Art / pompous walk cycle
« on: March 26, 2014, 11:19:28 pm »
I need help making this walk cycle look more pompous, or arragant, but without adding more frames to it.



edit: tried some different things:


here I just made the arms out more


and here I gave him wider steps and the changed arms

the original version seems a little more flamboyant, like a strut.  The last version is more like a tough guy stance.  But Im not really sure which reads as more arragant or pompous.

2
2D & 3D / cowardly imp
« on: February 09, 2013, 08:13:48 pm »
Im trying to learn digital painting to do some illustrations for a card game Im making, and figured you guys could help me to improve faster.  So I painted this earlier and I think it could use some improvement, albiet its still kind of rough at this point.  Its for the card "cowardly Imp" so I thought it would be funny to have the imp afriad of a kitten.

I scaled it down a little to post here.
This was my first try using Mypaint, since I was trying to avoid that "photoshopy look" if you know what I mean, but I painted over it roughly in photoshop at the end a little.  Im not to concerned about having everything very smooth since it would be displayed smaller on an actual card.  Actually thats one thing I tend to dislike about alot of digital painting is that everything is too smooth and blended.
heres 1 of the references I used, I cant find the other one:
http://us.123rf.com/400wm/400/400/smartphoto/smartphoto1009/smartphoto100900503/7874208-expressions-handsome-man-is-terrified-and-feeling-fear--open-mouth.jpg

any edits would be highly appreciated.

edit: I just did this really quickly but Im thinking about a more graphic approach to the shadows.

3
Pixel Art / platform char run help
« on: October 19, 2012, 11:21:02 am »
so after looking at Decroded's topic for a while I want to make a platform game too.  So Im starting with the characters run.  Im just starting with the legs (its a girl character)
(removed)
I think it turned out well, but theres no weight to it and Im having trouble fixing that.  Any suggestions to improve it?
Also, does it seem like the leg comes forward too quickly and back too slowly?

EDIT: well heres my try to give it more weight.  I think its better but still has problems

a third version and a small variation on it; wasnt sure if it was looking too bouncy



4
General Discussion / how to make tiles not look like tiles
« on: August 27, 2012, 12:00:12 pm »
ehh, bad thread name.

anyways Ive been looking at alex's awesome thread here:
http://www.wayofthepixel.net/index.php?topic=14577.0

and it looks great, but I noticed a few people telling him to make it into tiles if its for a game.  Now Im wondering if anyone has insight or tips on how to transform something like that into tiles.  Heres some basic questions adressing that topic:
should he lose some of the uniqueness of each area for the sake of using tiles, or will he just end up with a ton of tiles?
When making tiles should one start out by sketching a scene out like alex has, or just work on tiles individually.  And if the former, how to then go about dividing it into tiles?  Surely at this point some peices have to go, but how to know which peices to keep/are most valuable as tiles that can be used to create unique non-monotonous enviornments?

And for the sake of this discussion Im just talking about organic type tiles, specifically platformers, like in alex's topic.  Also this is not meant to ask how to go about making tiles generally, as in how to make sure they tile well etc.

surely there are many approaches but Im interested in what other people have done and found succesful.  A while back I tried making some organic-ish platform tiles with a donkey kong country type view/angle.  I tried first to make tile individually, but found this to be a very slow way to work.  I then tried sketching a little scene out and editing it into tiles.  While this was easier and faster and allowed somewhat more organic enviornments it was still very clearly tile based and not as organic as the stuff in alex's topic.

5
Pixel Art / cowboy main character sprite
« on: July 20, 2012, 11:45:30 am »
I started a zelda like game yesterday where you be a cowboy, and Im trying to make the characters sprite.

I tried 3 styles: black outline, colored outline, no outline using flat shapes.  The sprites are 16*32
so far I like the colored outline version but I think it still could be better.  Trying to make sure it looks alright on different backgrounds and not sure about the colors yet.

6
Pixel Art / RPG cave tiles, nes pallete
« on: July 13, 2010, 12:46:47 pm »
SO Ive been having some trouble with these cave tiles using nes pallete.  Im using up to 4 colors per tile, Im still not sure about the colors.


7
Pixel Art / platform game run animation and idle sprite, colonial guy
« on: April 01, 2010, 08:11:35 am »
so ive spent alot of time today on this run animation.  Im pretty happy with the way it turned out but it can still be better, the limbs are a little flaily.  So any help would be appreciated since Im not very experienced with animating.
newest

new

old


the run animation seems to be animating faster in my browser than it should be so sorry about that.

also Im going to be making a sword swing animation too, so any links or helpful references for how to do that would also be appreciated.

reference for the outfit:
http://www.ac-nancy-metz.fr/enseign/anglais/Henry/oneleg.gif

8
Pixel Art / 16 x 16 zelda type character
« on: December 30, 2009, 04:58:38 pm »
I just want some feedback on this 16x16 zelda type sprite, which is based sort of on the links awakening sprite.  Included a quick sketch of what the character is actually supposed to look like but its kind of hard to transfer that into 16x16 pixels.  the colors are sort of inspired by a.b. lazer



edit:

9
Pixel Art / [wip] rpg character template
« on: August 25, 2009, 07:06:43 am »
Im making an rpg char template and Im having a bit of trouble cause Im trying to fit it into 20x20 pixels.  anyways heres my first try at it

the heads look a little bulbous but they are meant to be covered with hair so thats the only reason the clothed character is there, to show it with hair, but I dont actually plan to use that as a real character.  View it at 2x also.

10
Pixel Art / [wip] need help with nes style char
« on: July 21, 2009, 05:59:17 am »
Im starting to work on a new platform game, which I want to give an nes look to.  Im using the nes palette.  So basically I want to get the standing sprite good before I animate it.  Heres the first versions:

heres the new versions:

it has 5 colors, which is the amount of colors I want to stick with.  Any comments at crits welcome.

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