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Messages - rikfuzz
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81
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 14, 2014, 08:49:34 pm »
Looks like Miro finished an edit before me, but I made this to further illustrate the point:



Kinda redrew the whole thing, but you can just pay attention to the bobbing and limbs if that's what you want to work on. 

82
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 14, 2014, 09:52:22 am »
Big improvement - The head should be up at the apex of the arc of both feet though. 

83
General Discussion / Re: How do you make your games?
« on: July 14, 2014, 08:37:48 am »
I've never used game maker, but similar software, and I always have the actual player object invisible and position the sprite object ontop of it, with whatever offset that makes sense.  Use the real player object for movement and collision detection (or sometimes other invisible aligned boxes for detections when multiple different checks are needed) and the sprite for animation only.

84
Pixel Art Feature Chest / Re: [WIP] Cat Sprites for a Game Project
« on: July 11, 2014, 08:59:02 am »
Without any context I'm not sure the different faces are distinct enough (depends what they're for really).

The different faces are so the cat has different expressions.

It depends what they're for in context of the gameplay.  They are very very similar and not particularly expressive.  If this is just an added subtlety that's totally fine, but if it's related to core gameplay or the player should get any information from it, it could use work. 

You have a lot of almost identical colours, the pupils and the fur definitely don't need different ramps, and pretty sure you'd never notice if I cut the colour count in half.  Maybe if you weren't doing 18 colours each frame you'd be less afraid to redraw new expressions than be so templated? 


85
Pixel Art Feature Chest / Re: [WIP] Cat Sprites for a Game Project
« on: July 10, 2014, 04:44:41 pm »
Art looks perfectly fine - that is a whole lot of colours though, and without any context I'm not sure the different faces are distinct enough (depends what they're for really). 

Thing that worries me most is this long development time, make it easier on yourself!  Would using less colours be quicker for you?  Maybe dial back the amount of assets needed?  Can you distil your vision a bit?

86
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: July 09, 2014, 09:15:59 am »
Fizzick means HLD being the single game you're restricting (/excusing) yourself with.  Latest edit is an improvement, but it still looks like his short legs are running away from him.  Don't have this issue with the Zelda 2 sprite or Smash Bros gif you linked to. 

Maybe it'd help if you explained what is it about HLD you're inspired by?  Assume it's not the exact sprite dimensions?  Just general rendering style with solids?  IMO all the really special stuff about HLD is design stuff, so there's not much of interest left if you switch all the design stuff with a different character's.  But there's still plenty of style-guide type stuff you're skipping, if that's something you want to explore further (eyes, general anatomy shape, thinner limbs etc).  If I saw your Links now I would sooner think of a 1980s arcade game than Hyper Light Drifter, like Jungle King or something. 

87
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: July 08, 2014, 08:43:04 am »
Pretty interesting you're inspired by hyper light drifter, with its high contrast neon palettes when yours are so flat and grey.  When you don't have any shading or outline separating your forms, you might have to push the contrast a bit.  (Yeah, it does look better in motion, especially with the relatively high frame rate but it certainly can't hurt). 

Besides that, the pose looks pretty weird.  His legs look small, his body looks long and leaning back, and he has no neck.  It's pretty confusing to look at - the highest contrast on the sprite is the least important detail.  I would drop that diagonal belt thing all together, but maybe make it 2px wide and dark green otherwise. 
It's also a lot smaller than the original sprite. 

I really love the original artwork for Zelda 2, maybe you can take more from it?


88
General Discussion / Re: Official Off-Topic Thread 2014
« on: July 08, 2014, 08:26:47 am »
Pretty cute!  Gameplay quite repetitive though?  (I made 3 monsters, they didn't appear to affect gameplay?)  Might have missed something, only played briefly!

89
General Discussion / Re: HD Index Painting in Photoshop
« on: July 06, 2014, 11:12:23 pm »
Ran into a really annoying bug with photoshop, where the colour picker wasn't picking the correct colour, making the index painting impossible.   :(  Figured out it was possibly something like a color profile mismatch between monitors - as long as my monitor is the only display it seems to work fine.  Was weird though, only seemed to mess up once adjustment layers were introduced. 

I utilised it on some backgrounds for a project and found it really nice that you can have dithering as strong or subtle as you like - you can even effect different areas more/less by painting in a mask for the dither layer.  Didn't really like the look of anything I did that much though, really looked more colour reduction than intentional, but maybe with some practice I can use it better. 

90
Pixel Art / Re: New to this community
« on: July 06, 2014, 09:48:45 pm »
I used to hate hearing stuff like that, but it really is the only good advice. Try some exercises in Drawing on the Right Side of the Brain or do some life drawing or something to develop a bit first.

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