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Messages - 1ucas
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21
General Discussion / Re: Would this be considered bad practice?
« on: March 30, 2010, 06:14:54 am »
Personally the biggest issue I take with 3D software in general is how frames are just evenly spaced and they never play with using frame spacing to create anticipation...I think you've played with the differences of pixelart and 3D already, you could also try looking at what it looks like when removing some of the frames.

I also hate evenly spaced animation, and I cringe whenever I see any linear interpolation of movements. That's why I always use something else. I'm very fond of this little normalized equation to map the [0,1] interval into a basic slow in-out movement (actually, half a sine curve): sinē x*pi/2. Looks very natural, since it's basically half of a harmonic motion.

If you check the source code, you'll notice that I'm already avoiding that rigid rotation with something similar:  rotate 360*y*(clock+pow(sin(clock*pi/2),2))/2

This looks like this (red line):



But you know, removing a few frames might make it look more interesting, and it'll probably help me finish it sooner. I'll give it a shot.

22
General Discussion / Re: Would this be considered bad practice?
« on: March 29, 2010, 02:26:01 pm »
This kind of things are perfectly fine if you're aware of what kind of hit it might have on the overall visuals of a game for example. Let's say you have hand made not-so-perfect character animations and then this 3D saucer guy. The perfection of the volume in the 3D saucer would really stand out, no? So you gotta make sure you use some trickery to make the aesthetic consistent, like Mathias pointed out.


Yes, this makes a lot of sense. This piece, however, is a stand-alone and not part of anything in particular, so I guess it's not an issue here. But it is an interesting caveat to consider in applying this technique elsewhere.

23
General Discussion / Re: Would this be considered bad practice?
« on: March 29, 2010, 01:00:00 pm »
Now whether or not this actually is a bad practice is another thing.
I believe, it most likely is since the movement is already there and you won't learn how to plan it on a frame-by-frame level that way.

Well, the back and forth movement was animated by hand, at least. The only shortcut here is on the rotation of the saucer's shape in space. The way I see it, if I did it perfectly by hand I would get the exact same results as the 3D render (which is perfect). Since I'm aware I'm not that perfect, I'd probably spend a good portion of the project cleaning up outlines for a smooth animation (as close to that ideal one as I could), what would still be just the start of the entire project.

It just seemed like a waste of effort, and jumping all that tedious and long process of smoothing it out and getting straight to the pixel art part seemed like a good idea.

I still feel a bit bad about it, though. :P

24
General Discussion / Re: Official Off-Topic Thread
« on: March 29, 2010, 06:29:54 am »
To me, graphics are only necessary to the level they are enough to convey the basic abstract meaning to the game mechanics, but for that they must be used properly. It's all about matching multiple contexts together.

For example, a mere triangle in Asteroids was enough for a spaceship, but only because the game responds to the user commands by moving it like a spaceship. If it moved like a car, the triangle would suddenly be considered a car. A square can be a bullet if it behaves like a bullet, but it could also be the free roaming hero, like in Atari's Adventure. Audio comes in handy here giving us a familiar contexts (explosions, bangs, crashes, splashes), but even the audio doesn't need to be very accurate.

But this is just game mechanics, in my opinion, which is rather bare in any meaning or purpose. Gameplay, at least to me, is the reason behind those chosen mechanics. If you just want to create a metaphor for life (like in Passage), a exploration-friendly fantasy world (Sword and Sworcery) or an action-adventure platformer, the mechanics will just be picked to convey that message. All the extra graphics, sounds, music and storylines are just there to deepen that purpose, to give it some extra meaning and maybe some other message. Gameplay is just the motivation for interaction, and "art games" try explore just that.

So what defines a good game to someone depends more of what level of concrete-ness they expect and understand from that certain gameplay, and if any of the features are too abstract or lacking, they'll feel like they're missing something. If you just can't imagine the square being your hero, then you won't feel motivated to be the square.

25
General Discussion / Would this be considered bad practice?
« on: March 27, 2010, 09:39:13 pm »
I've been thinking about this a lot, and I really don't know if this would be considered an issue.

Here's the deal: I want to create a pixel art animation, but what I have right now is traced over a very simple 3D model I created and rendered myself (POV-Ray source here). I tried to render it as neutrally as possible, since all I wanted were the shapes.
The render used a neutral lighting (directly at the top and bottom) so I would still have to figure out highlights and shadows myself on the final piece, and I also rendered the animation with only a simple rotation on the vertical axis, after the model was tilted a bit.

Here are the rendered frames:



After tracing the outlines over that, I animated a back and forth wobble by hand, which looks like this:



So, at this point, the animation looks really smooth and nice, and I'm really excited to work the actual pixel art on it. My plan is to have three light sources, a ray gun at the bottom and lots of other interesting details, so there's still 95% of the work to be done here.

Either way, the whole bit about tracing over the 3D render has been bothering me. I took as many measures as I could to avoid any computer-aided help, besides the actual shape of the saucer in each frame.

The issue with tracing is usually over existing works, which was not really the case here. Still, the 3D renders were computer generated, which might be considered cheating.

So, what would be the consensus?

26
Pixel Art / Re: [WIP]Sprites for a game
« on: March 24, 2010, 04:29:19 am »
This lacks "power" just like my other ones did. PLEASE, I need advice on better ways to get that effect. Be specific, and I don't want anybody to just edit it in for me because I can't learn like that.

That "power" effect comes from the timing of the movment. Notice how your character moves forward in a constant speed? Your reference sprite's animation looks better because there's a very subtle "charging" of the movement at the top of the jump, before the kick, which gives the illusion of weight and force.

This is one of the 12 basic principles of animation (anticipation). It's key for dramatic actions.

27
Pixel Art / Re: Clouds
« on: March 23, 2010, 07:17:19 pm »
I like how you utilized the blue as a darkest shade on the cloud formations on the very left side of the picture, but I think that the blue in the clouds over to the right is a little too much and 'eats through' the cloud rather than accenting it. I suggest either using the blue much more conservatively there, or make sure there's enough gray adjacent to it to back it up. That is unless you intended for that to be an opening and I'm just interpreting it wrong  ::) I highly suggest using that leftmost side as a reference for the rest -- it's very dynamic, very interesting.

Yeah, I've been experimenting some more, and the trick (at least for cumulus clouds) is to be subtle. That blue was really a desperate attempt at getting some deeper shadow, but it didn't quite work.

The lightest blue on the top doesn't work I think. This kind of clouds (cumulus) don't have transitions on the top, just a sharp white to blue boundary.
Did you use a ref?

The lightest blue was supposed to add some background layer to it (as if the cloud was extending into the distance). At first I was happy with how it looked, but now I see how it looks a bit odd. I did use a reference for the overall cloud shape, but I shaded everything over that. That blue patch was my mistake, though, since the original clouds were kinda flat.

Since I got some slack here at work today, I decided to take another shot, this time from scratch, and avoiding dithering as much as I could.



I found out that the trick for "puffiness" is to add some randomness to the shapes. I'm really not fond of the right part here (the shadowed side), since I'm trying to use only 4 colors and the random dithering kind of ruined the whole thing. Pattern dithering was even worse.

Still, I think it's an improvement, considering how bad I was a couple of days ago. ;D

Still, that cloud looks too cartoony. Here's a quick edit I think helped on making it more realistic. I just added more self-shadows and more turbulence.




28
General Discussion / Re: Question about dithering
« on: March 23, 2010, 05:26:52 pm »
Interesting question. I don't think it really matters unless the dithered boundaries actually meet.


29
Pixel Art / Clouds
« on: March 22, 2010, 05:30:13 am »
This is part of a "5-year hiatus comeback project" I'm working on. I never drew clouds before, so I had no idea what techniques I could use.
I have no intention of using this version on the final piece, so it was more of a study.



It looks ok, but far from amazing. I'm wondering what kind of tips you guys could give me on this, and if there's a general tip for drawing clouds, especially without dithering.

Looking forward to your critiques!  ;D

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