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 - BwdYeti
Pages: [1] 2

Pixel Art / Re: walk cycle girl
« on: February 04, 2011, 09:26:24 am »
Right now in the up/down motion the up is a slow rise, and the down a snap. I think reversing that could better convey a 'bubbly' feeling?

Pixel Art / Re: [WIP] 2fort
« on: December 18, 2010, 06:26:27 pm »
The brick pattern should probably switch between wall faces

What're you planning to do for the RED base? Is it going to obscure some of the center of the map?

Pixel Art / Re: C&C on some work I've been doing [GAME]
« on: October 10, 2010, 12:43:17 pm »

Pixel Art / Re: [WIP]Sprites for a game
« on: April 05, 2010, 06:16:49 am »
Each frame is 32 colors or more, and most of the extra colors are just a few pixels. Some others are used consistently in one location, but don't match the rest. For example, the brown outline on his right hand is different from his left hand and his face, and neither of those colors are used for the bottom of his shoes.



Pixel Art / Re: [WIP]Sprites for a game
« on: April 05, 2010, 04:54:18 am »
It's not a mistake, Firefox plays gifs closer to correct speed (frames faster than 2cs are slowed). IE and some other browsers won't play frames faster than 8 or 10 or so cs, and previews in animation programs are usually a little slow since they have to render the frames.
It seems you did notice the idle is currently a little fast; it's not a major problem but you could try slowing it down or adding another frame or two and seeing which you like best.

That idle animation is currently 41 colors, is this a problem with creating the animation or with the original sprites?

Pixel Art / Re: Minimalist Platform Characters
« on: March 25, 2010, 12:11:15 am »
Are you looking for stretchy arms like they're literally made of rubber or like they're over-exaggerated? (I think you mentioned things like Mario's punches in Mario 64/Smash, but I can't find it; post was edited?) Because the two look totally different o:

And a windup frame might introduce a little delay, but you can do something very short, and the effect it adds to the animation is well worth it.

Pixel Art / Re: [WIP]Sprites for a game
« on: March 24, 2010, 06:12:11 pm »
also graphics gale is too close to paint to be outside of anyone's comfort zone! Like you know you choose colors and then you paint with them! But you color select with the right click. And you bring out the marquee/move tool by right-clicking! And that's all you need to actually pixel! ' 3 ';, I don't see what's uncomfortable about it except for .. how it might look or something
It's troublesome if you're used to right click being a second/background color ):

Is there a reason the timing on all the frames is 10cs? Can you not use different numbers?

A timing edit (no edits to the sprites or placement, just changed timings around):

I tried to make the motion have more snap to it, but that caused me to speed it up too, whoops. Anyway, attempted to build anticipation by having short pauses before movements, and then keeping the frames where he's moving between poses rapid (like when he's in the air, before quickly turning into the kick)
I would add a few frames to smooth the movement out, another after the first kick (frame 4) that he would pause one (so frame 4 could be sped up), and one when he's coming down (after 16) so the transition to landing is less abrupt. You should also either change his placement or add a frame before the jump, since he turns in place instantly and the feet swap positions O:

Pixel Art Feature Chest / Re: [WIP] 16 colour strategy game
« on: March 22, 2010, 02:35:05 pm »
The grenadier throw is very cool looking, but I think the long delay before throwing due to the exaggerated pin removal could impact their usability. Compare with the Soldier and Cannon, who both appear to shoot immediately. The Grenadier could potentially be killed off before even attacking :O

I'd try out having him remove the pin simultaneous to winding up for the throw, you could probably cut the pre-throw frame count to 3 or 4 that way. Another idea could be having the throw immediately, and then he pulls out a new grenade and removes the pin on that at the end of the animation (implying that when running around the pin is always removed :D ) since the pin is just a safety for the lever; gives you a good reason to make them explode on death, too!

Pixel Art / Re: Video game characters*Updatered*
« on: February 19, 2010, 01:57:48 pm »
Both feet end up looking weird due to the lower legs, since so far you just slid them back; it sets things at odd angles. It shouldn't be too hard to fix, he just needs to get his knees in motion too.
I really like the movement, he's not moving through much space but there's still a lot of action.

Pixel Art / Re: Project Leader Weapons
« on: January 23, 2010, 03:06:03 am »
I think with how overdone the every gun at once idea is, the fourth concept could work for your third level gun, and then for the strongest you could use something simple but more powerful. The idea that the multigun has to spray ordinance to get the job done, while the best gun needs only one shot.

Anyway, for other overarching group ideas, since the others are bludgeoning, slashing, and chopping, you could try piercing/thrusting for this one.

Pages: [1] 2