Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - rikfuzz
Pages: 1 ... 9 10 [11] 12 13 ... 41

101
Pixel Art / Re: Cacani - Computer Assisted Cel Animation
« on: May 23, 2014, 10:25:10 am »
I think the whole point is that it doesn't have all the technical set-up / prep work. Admittedly there's not much information about it yet, but no reason to suggest it can't have any benefits over Toon Boom.

102
Pixel Art / Re: Newby
« on: May 23, 2014, 09:04:10 am »
Layers are certainly not bad, if it's useful to your workflow of course use layers.  They don't make any difference at all to the final flattened image, so not sure why anyone would consider them bad. 

103
Pixel Art / Re: Cacani - Computer Assisted Cel Animation
« on: May 23, 2014, 08:59:27 am »
As far as I understood there is no rigging involved (although I presume some hinting), but I could be wrong. 

104
Pixel Art Feature Chest / Re: John Mueller's Oink [WIP][C+C]
« on: May 21, 2014, 02:11:26 pm »
Looks great so far.  (Would personally make sure each segment of the background graphic is symmetrical.  I don't know why, but something as precise as pixels really highlights anything weird on geometric stuff.  I'm sure a normal human would not notice so feel free to ignore). 

As for the palette, the very saturated dark crimson shadow is quite a departure from the original and the whole piece is kind of a lot warmer and more vibrant.  Which is fine, nothing wrong with it, I generally use similar colours too.  You definitely lose the big hue contrast though in this piece though.  You're also adding competing shapes in the background by breaking the flag into 3 distinct clusters.  So in effect a red shape ontop of 3 red shapes, rather than a blue shape ontop of a red shape.  (Obviously a lot more subtle than I've described it, but something to consider!) 

105
Challenges & Activities / Re: The Daily Sketch
« on: May 20, 2014, 09:31:39 am »
@Ymedron  Really nice work - the contrast and colours remind me of Roger Dean stuff.   :y:

106
General Discussion / Re: Official Off-Topic Thread 2014
« on: May 18, 2014, 10:13:18 pm »
Yeah! It is indeed short, but not to it's detriment. It feels like a distilled version of Cave Story, without the running errands back-and-forth (though even Cave Story becomes quite linear after the first couple of zones). Anyway, I got some quality time out of it, regardless of expectations.

There are some secrets!
Did you get to the replay as yellow frog with all the weapons and jetpack?
After the credits have rolled, press the shoot or jump buttons (4 presses I think was sufficient)
(I don't know if there are any special prerequisites for this to happen, such as having upgraded all the weapons or something like that)
A guy shows up (weapon salesman?) and asks if you were satisfied with the playthrough
Pick "no" and you get sent back to the beginning of the game as the yellow frog

Having all the equipment from the start gives you access to some hidden areas
Game continues after the spot where the last boss should've been

Though I have a feeling there's more that I haven't found yet.

I did get to that, yes! I assumed everyone got that, didn't realise you had to do something particular for it. 

I thought I'd messed up by pressing 'No' as he took all my money, haha. Is there any real difference, or is it just a total replay besides being yellow?

107
General Discussion / Re: Official Off-Topic Thread 2014
« on: May 18, 2014, 05:30:32 pm »
In case you missed it, KERO BLASTER! got released today!

Really nice fun little game, enjoyed it a lot.  Not really what I was expecting though (it's very linear, not much in the way of exploration or secrets), and quite short, but definitely worth getting. 


108
I think using 3d is possibly best.  Or going with an easier to math grid.  (22.5 degree angles!) 

Otherwise you get arbitrary things like working out your tile height by rotating 45 degrees and squishing vertically till you get the right angle (works out as 70.05%).  Then using half that total height for the heights of your regular tiles before skewing them. 



Bit messy? 

109
Just skew by -55 degrees and scale the height to 50%?

110
Pixel Art / Re: Grass Tile (WIP)
« on: May 13, 2014, 10:04:52 am »
Think this is a fairly common problem - working on individual assets in isolation, as if they're totally separate things.  Anyway, Cyangmou pretty much gave every suggestion about that, so I don't have anything useful to add, but yes - full mockup.  Would similarly only use references with context for this sort of thing. 

Pages: 1 ... 9 10 [11] 12 13 ... 41