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Messages - zez
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I think your nose is on backwards ???
Otherwise a definite improvement, I really like the AA on the face. I think the second set of colors will pop more in a game/give you less trouble when you start on backgrounds, but I do see the appeal of the pastel look as well, I just think it will make for some real problems with visual priority when you start working on more things.

Pixel Art / Re: Looking for some sprite critique...
« on: December 02, 2010, 04:13:46 am »
Im pretty sure its just the torso/stomach wiggle thats a problem. The left arm (our left, not hers) COULD use some tweening, right now it kinda jumps from bent to fully extended a little fast, but it wouldnt be that noticeable in a game, without me staring at it in place at some ridicules zoom.

If you want a coder/audio monkey shoot me a PM, Iv been wanting to make an RPG for awhile, but I always get bogged down creating the art assets and loose interest before I have much done (basically, I make the main character and like one party member, and enough tiles for an area then start on NPCs and say screw this. I usually already have the engine done at that point too, so its just making the characters and plugging stuff in.)

Pixel Art / Re: [C&C]Platformer Hero, I guess...
« on: December 01, 2010, 10:34:10 pm »
Daw. Its cute.
The black outline is sorta bugging me tho.
I would suggest getting rid of it altogether, making it have a full black outline (loosing the sellout altogether,) or on the hair, only outlining the bottom of the hair in black, and maybe using your darkest shade as an outline for the top, and using the black outline to hint at shadows.
Of those suggestions, I think the last is probably going to be the closest to what you are going for, and look the best.

PS. To make transparent images in graphics gale, you go to the top left button on the frame (so, in the frame window, there will a button labeled "..." in the top left corner, right above the thumbnail.) Then check the box that says 'transparent' and choose a color. Hit 'OK', and you are good to go. If the image is animated, you then want to go back to the tab, after checking it for the first image, and check 'all frames'. for some reason or another, you cant set the color of transparency AND apply it to all frames at the same time, and thats even weirder because you NEED to use transparency to use onion skinning on your animations.

Pixel Art / Re: Looking for some sprite critique...
« on: December 01, 2010, 10:27:31 pm »
Maybe I should consider a four-frame walk animation... I don't know if I have the resolve to get through a process like this for every character in the game. ^ ^;

The current run cycle has so much character, and with the slightest bit of cleanup and a bit of work on the belly would be amazing. I promise that once you get in the groove of things, and are comfortable with the animation style it will get a million times easier. On another note, Im assuming this is for an RPG, yes? What is your target platform/what are you making it in? Do you have a team you are working in or are you going to try and tackle the task of making an RPG from top to bottom as a solo venture?

Pixel Art / Re: Monsters!
« on: November 24, 2010, 05:31:56 am »
You are on the right track now, dont expect to look like cure overnight.
The biggest thing holding you back on that last one is the ramp on your line. (Im sure there is a better way of saying that.)

Basically, right now you are jumping around a bunch of random lengths of segments. You want to try and smooth into and out of different lengths.
Here, one of these is worth a thousand words, especially in a language you are having trouble with.

*EDIT* Apparently I have trouble with English too, and I grew up speaking american.

Pixel Art / Re: Lurch
« on: October 10, 2010, 07:49:21 pm »
Im going to post a tad against the grain. Not touching lurch here, because the rest of the critique on him is pretty dead on, but the monkey SHOULD keep his overly human face. I think it really adds to the sense that he's not to happy to be a monkey (by making him look sort of like a man in a monkey suite) and I dont particularly think the chest needs to pop more then it already does. I do however, think that the chest needs to have the same light source as the rest of the monkey. The face, currently, is lit from the right side, pretty much straight on, giving it a nice cell shaded look. Although this is theoretically wrong for game sprites (when you flip it, the shading will also flip, thus the standard is top lit,) it looks really good on the monkey. The problem, is his chest is lit from the top right near as I can tell, and as of such does not look like part of the same piece.
Other then that, my only real critique is that the blue fur stands out a bit tooo much, basically coming across as negative space. That could look cool, with the right background, but you might want to consider adding in another shade or two of blue to define the shape of the body a bit.

Pixel Art / Re: WIP - Sidescroller Protagonist
« on: October 10, 2010, 07:37:58 pm »
I think you should find a middle ground between the too many colors version and the current version. Specifically, the body and face of the new version looks way better, but the highlights in the hair on the version with too many colors look amazing, and really compliment the chibi-anime look, so I would keep them.
Your idle looks pretty good, but I have a slight problem with it. Basically, the hair torso and arms appear to be slightly rotating, but the legs and face dont. My solution would be to either loose the subpixel work on the hair, and just make the head move back and forth, well changing the legs slightly to make it look like he is shifting his weight back and forth, or make the legs and face rotate along with the rest. If you go that path, slight rotation on the legs/hips and more rotation on the face/head.

Pixel Art / Re: [WIP]not verry much like most rpg hero's....
« on: September 01, 2010, 10:15:50 pm »
That helps a lot, and you are totally right about the tits detracting from the willowy look. I did them that way in the first place so that I would have enough room to add some leaves covering them to make this umm... pj-13 ish (I have aspirations of eventually releasing this project on the xbox live indie arcade, so full frontal is kind of a nono) but I couldnt really get leaves to scan. Im thinking a solution would be to change the skin tone to more of a brown and use the green for the vines and leaves, and then do the leaves fairly small (what with not having a tun of pixel real estate there) but in the green, so the contrast is more noticeable and they read more like leaves (Dead leaves are not really iconic enough to get away with skimping on details it seems.)

As for the lack of colors, I think another shade on most of it (another skin shade and probably another tootoo/flower shade) would do this thing wonders, Im just really used to spriting at lower resolutions, and in considerably more cartoony styles. That's totally not me making an excuse for skimping on details/shading on this, just hopefully some degree of explanation for my sub par execution...

(for some reference, my current project -> is in the style Im most comfortable with, and hasnt been posted here largly due to the fact that Im on far too much of a time constraint to do anything fancy with the graphics, averaging about 1~2 hours per animation and around 2 per character design/sprite.)
... oh, that link is for the remake of action 52, specifically 'ninja assault' and is designed to basically be a cross between a beatemup (double dragon, streets of rage, final fight etc etc) a platformer (ninja gaiden specifically) and a more traditional fighting game.... all with two buttons. Umm... it has fighting game style moves? Also does the smash bro's thing where direction + attack = a different attack.... also its way to much of a twitchy platformer for beatemup combat to make any sense.

Pixel Art / [WIP]not verry much like most rpg hero's....
« on: August 31, 2010, 09:07:28 am »

Alright, so some minor amount of explanation. This is the main character for an RPG I may or may not make once I finish my current (kind of mostly almost finished) project.
The legs are pretty unfinished, the rest... needs some work. The bits that are particularly troublesome are the tits, the neck, and the flower/tootoo thing.
The neck is supposed to be overly slender and long, but Im having some difficulty getting it to come out right. I either end up making her look like a geraf, or the effect gets slightly lost. Im also a tad bit annoyed with it, because I know the neck should kind of blend its way into the area of the head just under her ears, but if I do that its pretty much impossible to make it sender, so meh.
The tits are mostly just... busy. In my concept sketches, I had these vines kind of circling up under them, and covering/cupping them with some over sized leaves, but conveying that at this size without it just looking busy is giving me a headache.
The tootoo, just doesnt look like its coming out far enough, basically. I think I could maybe add a highlight? I feel kind of ridicules using another color on just that part, but it would be shared by the weapon... so that might be okay...

I was also trying for a kind of weird effect with the 'outlines' on this one, and Im not really sure how well I pulled it off. I kind of wish wash on weather I think the effect worked or not, so I think just an extra set of eyes on that would do me wonders. Basically, I was looking at a bunch of french early impressionist/late romantic stuff, and noticed this really neat effect, where they would kind of use something like sellout (this is more the late romantic side of things, mind you. Bouguereau's Birth of Venus is a prime example.) to make the figures glow, by using the highlight rather then the shadow. I tried to apply something kind of like it, but with the glow coming more from the light source, as apposed to back lighting, so that it could still blend in with varied environments.
Unfortunately, Im nowhere near that level of talented, so Im kind of unsure of the affect I got.

Pixel Art / Re: Something like an adventure game sprite template
« on: August 30, 2010, 11:50:44 pm »
I really dig the spritework, but somethin is buggin the hell out of me. The wall in the mockup with the door is in shadow, well the back wall is well lit. This gives the impression that the furthest wall is closest to the player, well the closest wall is further away and in its shadow. If you reverse the shading on the two, I think you will get a more convincing (and less perspective bending) look.
And yes, I realize the lightsource is likely coming from the broken window, but that back wall should still be in more shadow.

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