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Messages - Olothontor
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11
Pixel Art / Re: Melting
« on: May 08, 2015, 12:31:08 pm »
It seems to fill the letters entirely when the whole gem has just started to flow. Maybe slow down the text-filling part of the animation so it takes twice as long to fill them?

Good point, I'll tweak that a bit.

Edit: Here you go, Black Terror. The letters fill slower now, also felt like it needed a bit of flare. Needs something more.



cool. I think the main body of the jewel melts too quickly, id make it slide down the stone like a scoop of ice cream on an inclined frying pan, shrinking as it goes and leaving a wide trail. it could slow down as it reaches the letters and then with one last burst of magic or what-have-you completely melt and go into the top line

That's what I thought I might do when I first started this, but I felt like that would look really strange. In the same way that I was dissatisfied with the gloppiness of it in the first attempt. I'm willing to give it a shot if you think it's the best way to go, but I wanted more of a flow than a plop. It's not intended to be that thick.

12
Pixel Art / Re: Melting
« on: May 08, 2015, 05:05:38 am »
It's intended to evoke blood, actually, so glad to hear it's doing the job.



Made some edits, saturated the red a tad and shifted it just slightly more towards orange to help make it pop, and made the animation overall smoother. It plops less, but still feels... off? Made the most recent edit before your post, Psylent. I do think it needs to go slower- on the other hand, as a game asset that will play the animation when "activated," it needs to not take too terribly long to play out. Can definitely afford a handful more frames, though.

13
Pixel Art / Melting
« on: May 08, 2015, 02:43:23 am »
Let me start off by saying that I've only ever animated sprites once before, and it was years ago. So suffice to say I'm quite new to this, though I'm no stranger to spritework in general.

Old:

What I'm going for is the gem melting out of the socket and flowing into the letters inscribed on the plinth, and so far it's not going well. I was trying to keep an eye on the timing of the frames to make the liquid feel thick and viscous, and it sorta worked, but it also looks... ugh, it just looks gross.

If anybody has any tips or edits, please. Feel free!

Most Recent:Edit:

14
Pixel Art / Re: GameBoy Desert Tileset
« on: August 29, 2011, 01:08:29 am »
Looks good!

The only thing I might suggest is adding a slanty shadow to the right side of the ramp; right now, it doesn't look slanted at all, and flattens the wonderful depth around around it.

15
Pixel Art / Character Help
« on: August 28, 2011, 10:16:19 pm »
So, I'm setting up a simple forum-based 8-bit board game for another forum that I frequent, for the lulz, mostly. I'm having some trouble with the characters.

Now, obviously I've been using this template for quite some time now, but I was wondering if any of you awesome Pixelation denizens had some tips and tricks for making them look better. I don't have much of a palette restriction, but too many colors is obviously bad.

Without further adieu...



Thanks in advance! It's always a ton of fun seeing what you guys do in your edits. I look forward to it!

16
Pixel Art / Re: [WIP] Game graphics - Reprisal / RTS ...
« on: August 17, 2011, 03:53:02 am »
I like the style you're jiving with here, really neat. My only complaint would be that the actual units are occasionally tough to spot, and since they're kind of key to the gameplay I feel like they should stick out a bit more.

Keep it up!

17
Pixel Art / Re: 8x8 Musical Note
« on: August 14, 2011, 11:20:39 pm »
He anti-aliased it with a blue purple because it makes it look more interesting than a flat gray AA. Same reason the wonderful smileys here are not just yellow and black like a lot of other sites. It gives the image a little more kick, to put it non-technically.  :crazy:

18
That looks much better! The hands are still kind of awkward, but that's just me being picky. You don't have to listen to that.

19
I think it's worth trying just having them move up and down with his chest and shoulders. If that looks awkward to you, maybe a little bit of inward motion to show flexing? I'm not sure.

20
In the idle animation, with his arms swinging from side to side like that, he looks kinda like he's bopping to some music.

Get rid of that, though, and it'll look good.  :y:

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