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Messages - im9today
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11
Pixel Art / Re: Cirque de la Machine
« on: September 16, 2007, 10:33:19 pm »
Reinterating Xion's point: The background is much too light. Up it to about halfway between the darkest tone and where it is now methinks.
And I don't understand why you are AA the outside edges of mobile sprites. It's baffling to me. I don't think you need it.
Arachne's idea sounds awesome by the way.

Edit: Oops, Souly posted while I was typing. Good edit. <3

12
Pixel Art / Re: Banana Nababa Remix
« on: September 16, 2007, 03:36:48 pm »
@Jad: Thanks so much for the praise my friend, but thanks infinitely more for the animation edit! I mean, God, that's such a ridiculous amount of improvement. I'll be studying it for a while before I make more effects, I promise. I bet I could make the dust look much better with the same effect too. Color bursts and relief frames, hrm. :D

I know my animations need work as my walk animations always really disappoint me personally. In fact, I'll be redoing the animation I posted here and I'll study up and try some things I haven't before to implement. Thanks again, Jad! ;D

@junkboy: Yeah, I tried really hard to make him look determined. A lot of feedback I have gotten, however, says that I deviated too much from the original and 'broke' it. Hmm, sounds like I should make the tower background monochromatic. Dunno why I didn't start with that. <:/ Thanks, junkboy! :3

13
Pixel Art / Banana Nababa Remix
« on: September 16, 2007, 12:17:16 am »
An indie game by Lazrael called Banana Nababa came out recently (thread here). Fun game, good design, but I thought the graphics could be way cooler, so I made a little fanart:

Then Bisse of Perfect Run started making a fan edition and I hopped aboard and I started making a new set of SNES era graphics in earnest. Fruits of my labors so far:

Some sprites, no transparency because I am feeling lazy and they go on dark backgrounds:


Comments? Tips? Tricks? I'm not really sure where I am going with the tower image. I wanted to keep it very dark like in the source material.

14
Pixel Art / Re: an armoire covered in icepicks
« on: August 29, 2007, 04:10:03 am »
Thanks for the indepth feedback Xion! :0 As far as a color scheme for the tiles, any input?

I forgot to post this new enemy, I'm worried it might not be readable:

It is supposed to be made of blood and blades. Blades mostly, with a shield for the torso.

15
Pixel Art / Re: an armoire covered in icepicks
« on: August 29, 2007, 02:46:47 am »
It's very true. So I redesigned the opening hallway. Now it has lots of blue shades, animated cloths on the walls, moonbeams, and plants cropping up.
 
As you can see, I've also addressed the health bar problem. Now the bars are glimmering jewels that splinter apart as they decrease. There are a few more features I still have to add to the room, like more varieties of plants and torn cloths, and some burned areas and debris.


Does this look enough like mold or fungi? I couldn't seem to really capture the dank, spreading creepiness of mold.

 
Latest version of character.


Clear version of the ghost above.

The outside area is also nearing completion. I am currently animating all the tress, grass, ivy, and waterfalls. Quite a pain. Critiques, especially design critiques, would be appreciated.

16
Pixel Art / Re: Deers, Birds & Others
« on: July 26, 2007, 11:50:01 pm »
The birds are simply beautiful, I'd love to see a complete set. <3 Chickenman is a great design, but the posing is a bit uninspired. The block shading works very well on him. Could you explain the color theory behind what you are doing with the bright blue on the second piece? I'm not really understanding it.

17
Pixel Art / Re: Trouble with boring
« on: July 21, 2007, 08:29:50 pm »
Well, I would assume that such an area would have terrible gusts of wind and lots of dust in the air with nothing much to hold it down. As far as the pixels, I would eliminate or define the green squares on the rims of the grass tiles.

18
Pixel Art / Re: an armoire covered in icepicks
« on: July 20, 2007, 05:16:10 am »
@Jad: I'll look into that.
@rabidbaboy: Maybe so... I wanted to make them stand out a lot. I'll try softening it some in the final draft.
@Zero: Hmm, good point. Darker shades and animation should make it work, I hope.
@Stwelin: Thanks. :D It's an ancient castle wall which ivy has overtaken, the texture just wasn't in yet. That copper idea might be 'borrowed' for something though. :D As far as sizes, that particular background if for an opening cutscene.
@rabid: Correct you are on the wall. And thanks. :)


Dashing float thing. Not happy with it. It will have some trailing effects in game.

 
Fire zone spell. The first is a rough try at one of the opening frames and the second is the wavier look the animation will take on in the middle frames. Tips, tricks? Here it is in game, sans lighting:


19
Pixel Art / Re: an armoire covered in icepicks
« on: July 10, 2007, 01:00:49 pm »
@Eyecraft: Okay, since everyone is mentioning it, I'll try adding a bounce/bob to the animation.
@Ryu: Thanks. :D
@Xion: :ouch: Damn, it's true. I used my forward walking animation as reference and now the walk is backwards. XD Of course, that's really easy to fix. Oh, and: ellipsis much? :P

20
Pixel Art / Re: an armoire covered in icepicks
« on: July 10, 2007, 06:45:49 am »
@zeid: Yeah, I realized that a bit after I posted. Here's the latest WIP:



And here's a screen of the game running:


Another walking animation I could use pointers on please:


Also, I popped up on a post on Independent Gaming.
http://indygamer.blogspot.com/2007/07/news_2299.html
I've seen some guys around the forum have their stuff posted there before, and I'm happy to join the ranks. :)

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