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Messages - zez
Pages: 1 2 [3] 4 5 ... 10

21
Pixel Art / Re: RPG Case Study
« on: August 16, 2010, 07:02:16 pm »
Ostensibly, the reason your death animation looks off is because the creature loses volume in the middle of the frame, only to regain it as it becomes a puddle.
Well the rest of voidSkippers post is 100% valid, if you are genuinely going for an implosion / the jelly is eating itself from the inside, he really shouldnt magically regain all of his volume on the last few frames.
I would also suggest some upwards movement to make the animation appear more circular, and less like you are just removing pixels in a semi arbitrary spiral.

22
Pixel Art / Re: Little Fighter Sprite
« on: August 14, 2010, 09:17:01 pm »
If the second punch is always coming after the first (as apposed to being the other punch button) you should start it from the recovery frames on the first punch, and have it interrupt them (preferably interrupt them at a specific frame) otherwise he is going to throw a punch, reposition his body back into his standing stance, then throw another punch, as apposed to punching twice in a row, where the second punch usually starts before you have moved all the way back into stance, or depending on the style, without moving back into stance at all. It also might be kinda neat if you had a version of the recovery frame(s) where he was cambering the second punch that was the start of the second, and interrupted the first animation a little earlier. I dun really know what you are coding/making this in tho, and what kind of limitations it has. If interrupting animations is a no go, I would break the first punch into two animations, one punching and one recovering, and then if the player has hit attack again before the recovery animation started, he throws the second one, otherwise he plays the recovery animation, and cant attack again for a fraction of a second.
Just food for thought, mostly, and not proper critique, but thinking about it that way may help with the second punch animation.

23
Pixel Art / Re: Steam-powered combat robotcrab
« on: August 14, 2010, 05:30:55 am »
The gun appears to be angled up, towards the viewer, well the rest of the body is pointing slightly down. If he ISNT shooting directly at the camera in the game, but is instead shooting something below him (on the ground...) thats pretty wrong.
you could try lowering the top barrels (lowering on the y, not the z) and raising the bottom (once again, y not z). Its a little tricky, because really you shouldnt see the bottom barrels at all from that angle, but I really like the Gatling gun/six shooter feel it has going when you do, so maybe just find a way to fudge the perspective a little bit towards correct?
That, or just angle the chimney back a bit, I think then it would look more like he was leaning backwards and the gun would be facing in aprox. the right direction, although that might be a whole can of worms.

24
Pixel Art / Re: Demake dump
« on: July 30, 2010, 11:21:09 pm »
So, not to be to much of a dick, but did you just post to announce that you removed your double post? ??? Really?

...okay, back on topic. When does the next issue come out? I want MOREEEEEE! MORE! MOAR!

25
Pixel Art / Re: [WIP] Tiny robot character
« on: July 29, 2010, 03:17:03 pm »
I think you may have missed helms point. Note that in his edit, he ditched the solid black outline, and instead used the newely available space to better define the depth of the sprite. At 16x16 you dont have the pixel real estate for outlines, especially when you are outlining every plane and detail.

26
Pixel Art / Re: Little Fighter Sprite
« on: July 28, 2010, 10:00:12 pm »
I think the motion lines help add impact, but you might want to hue shift them a little towards blue so they look less jarring. Also, the one on the kick really bugs me, I think it should actually follow the shape of the foot a bit (possibly even obscuring it a little) rather then just sort of outlining it and trailing the outline, because that looks prettyyy strange.

27
Pixel Art / Re: sci-fi portraits
« on: July 26, 2010, 08:19:30 pm »
The new one looks wayyyy better, but the collar bone is kind of messing with me. Its too high, first off, and WAY to pronounced. Honestly, I think it would look better if you just flat out lost it. You also have some banding on her right cheek. That being said, the highlights are awesome, and the fae is way better defined now. The eyes also dont look so ridiculously close together with the extreme dark outline.

... also, what font is that? can I steal it? Iv been looking for a good font for my game for ages.

28
Pixel Art / Re: Demake dump
« on: July 26, 2010, 08:08:35 pm »
Can I play these? Please? Particularly Soul Calibur, Contra (Killzone, sorry,) and Mirrors Edge look like wayyyy to much fun.
Actually.... if your down to sprite Soul Calibur or Smash Bro's, Ill code the demake... Totally not the sort of thing Id usually make, what with being utterly un-original, but damned do these look good.

29
Pixel Art / Re: I'm new here >.<
« on: July 21, 2010, 03:34:18 pm »
Hullo Ozzy, dont get discouraged so fast, lots of views and few replies generally just means people dont know what advice to offer. In some cases, this is a good thing, and means your work is solid and noone can think of a way to improve it, in other cases it means its outside of everyone who has looked at its comfort zone, or there are a lot of lurkers.
In this case, I think its a combination of all the above, and your primary problem is posting a large amount of unrelated images. Focus on one piece you want critique on, and you will probably get further.
So, that being said.... I love the turtle. I think the gray shadows hurt it a little bit tho, and it could benefit from more saturation on them, The bird appears to be pillow shaded, and that just erks me, the little man... confuses me stylistically. He has a top lit hat, and a side lit body, first off, and appears to be proportioned in a way that only makes sense if he's flat, yet the shading style suggests he is perfectly round. The frog in the hat is awesome, as far as line work goes, but I think the dithering really hurts the piece, especially because it is inconsistent. Either extend it to the hat, and use some on the chin (do frogs have chins? The area under the lips... do frogs have lips?) or lose it altogether and add a new shadow color.

Now, that being said, none of that critique was full or focused, and I basically just glossed over the biggest 'at a glance' issues I could come up with, yet my post is already pretty long. Focus on ONE thing you need/want help with.

30
Pixel Art / Re: [WiP] Sprite Base and Tiles
« on: July 21, 2010, 03:12:16 pm »
I think the style on the sprite could work, even in a semi isometric setting, but the shape of the head is really bugging me. Its far to horizontally symmetrical, and could benefit a great deal from having a chin.
As for the tiles themselves, Im fairly sure what ndchristie means (although Im not 100% on this point) is that they have to many small details, that come across as being noise, and not enough well defined structures. I can actually make out blades of grass and the structure you are going for, but I have to TRY, and that is a bad sign. Try going for simpler, larger structures and using light and shadow to really define them and make them pop. I also think the grass in particular could benefit from the shadows being slightly shifted in hue towards blue, to make them appear further back from the screen, although the yellowish highlights kind of achieve this effect, I think it would look better taken to more of an extreme.
As for the dirt, Im going to start off by saying take this with a grain of salt, as my skills at rendering dirt tiles are underdeveloped at best, but I think it would look better with simpler, flatter forms overall, and a few rocks or bits of debris thrown in to break up the monotony. Regardless of how you go about that, you have some pretty glaring banding on them. Im fairly sure its caused by the bottom left corners shadows merging into the top rights, but even JUST the bottom left corner has noticeable banding before its tiled.

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