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Messages - zez
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31
Pixel Art Feature Chest / Re: Consider The Lilies
« on: July 17, 2010, 05:16:26 pm »
Im almost positive I have never slept with my arms raised like that, on only on very rare occasions have I slept standing or sitting up.
I think the skeleton sleeping amongst his crops would convey the message perfectly, if it was apparent he was asleep, but as helm says, he appears to be praying. That being said, I think both the crows in the lilies and Jesus in a dollar border portray the message just fine, and are about as blatant as the symbolism can/should be.

Maybe make the skeleton lay down, arms around the harvest? Or use some of the harvest border as a pillow?

32
Pixel Art / Re: [WIP] Lancer (SHUMP)
« on: July 17, 2010, 05:05:28 pm »
Cool, thats way better. If it is just the moving down animation (I was imagining the middle frame as being flying forwards, an the other two as being up and down) then it needs some tweening to get it smooth. My comment on the laser, btw, was praise, an not saying it looked weak, quite the opposite in fact. (Meaning the laser is awesome, dont change it.)

33
Pixel Art / Re: [WIP] Lancer (SHUMP)
« on: July 17, 2010, 12:28:11 am »
It is kind of a jumpy animation, and could totally do with a few tweening frames, but I think if its moving down when it leans one way and up when it leans the other, it should look smooth enough in action that noone will notice. There are however two things bugging me.
1. When it leans closer, the grey bit on the front of the wing suddenly darkens, and looks pretty wrong. This is made worse by the darkest shadow in the AA sticking out like a sore thumb, but is kind wonky all around (I realize if its top lit, there is now shadow over it, but its far to intense, also, if this is set in space your worrying to much about your light source.)
2. In the middle frame, your back wing tip turns into a strip of two or three pixels, well previously it was a point. Made more glaringly obvious by the fact that those two pixels dont appear to be connected to anything at all. I would just loose them, honestly.

Also, that laser is damned saucy, as is the giant one with the ripples of energy.

34
Pixel Art / Re: [WIP][nudity] First attempt at pixel animation
« on: July 07, 2010, 02:56:06 pm »
Lose or at least minimize the dithering on the old guy, scarecrow, and bald guy, it just add's noise and doesn't convey any real sense of texture or depth. It works alright on the sheep to make it look woolly, but is just busy on the others.
As for the animation, that is REALLY solid for a first attempt at animation, however you are right about the pony tail. The problem, in my mind, isnt the motion itself, but the way it synchs with the motion. Currently, you have the ponytail swinging up as the girl moves up. Realistically, it should swing downwards a bit as she moves up, and swing up as she falls downwards, so basically the opposite of how it currently is. The front tuft of hair, however, looks fine. Try and get some parallel motion between the two, it will make the movement look more natural and have some flow to it.

35
Pixel Art / Re: [WIP] Backgrounds for a Platformer
« on: July 05, 2010, 09:49:34 pm »
*blinks* is that cheetaman?
So, I would say for the background stuff, keep the thick outlines you have on everything else with the external AA otherwise you will kill the style. That being said, I WOULD recommend making the outlines less thick as the perspective moves further from the player, and still have the thick outlines intact (seeing as they look to be 3 pixels...)
Use less contrast, and a darker pallet, possibly hue shifted slightly towards blue so it appears further back. You want your highlights to be somewhere around the shadows on the foreground stuff probably. Maybe closer to the mid tones. If your background is too vibrant, it will be distracting.

'Standard' tile sizes are basicly 8x8 / 16x16/ and 32x32.
I would go for 16x16 with the foreground stuff you have here.

I think the Klona bg's wouldnt really work with what you are doing (I also think they dont work with Klona, and kind of kill the feeling) and you should probably go with something that has a flat cartoony feel to match the style.

I think Yoshi's island might be a good starting point
but you obviously want less pastels and rounded jaggy lines, as that doesnt match the rest of your style (Yoshi's island does a great job of looking like it was drawn with crayons, yours does a great job of looking like it was drawn with a pen.)

36
Pixel Art / Re: RPG Character Template [WIP]
« on: June 27, 2010, 06:11:25 am »
If its a dude, flatten out the hips and get rid of the breasts. If its a chick, shrink the shoulders and give it more of a neck. If its a tyranny, keep it as is, or follow both steps, or something.

37
Pixel Art / Re: [WIP] Lancer (SHUMP)
« on: June 26, 2010, 04:55:00 pm »
I really like the overall ship design and pallet, there is one thing bugging me tho.
The hull of the ship seems to be at a slight angle, but the cockpit and gun turret thingy are at a sideview, so it apears the hull is leaning down well everything else is lined up with the player... that looks kind of broken, perspective wise.
I would keep the hull, rather then scrapping it, and make an angled version of the turret and cockpit, then use them all together for when the ship is moving down, and then make a new version of the hull at a side view that lines up with the cockpit and turret to use when the ship is just flying straight ahead (so if the its NOT moving, assuming this is infinitely scrolling,) followed by another version of all of them angled in the opposite direction, for when you are flying up.
If you are feeling lazy, or trying to do this in one frame, however, just make the hull sideview, as that perspective will make more sense with a constant forwards motion.

38
Pixel Art / Re: Character re-do
« on: June 16, 2010, 02:13:40 am »
Wow... that pretty much addressed everything I said. Rock. My one peeve with the new one is that her head shrunk a little bit. It looks totally fine in a stylized/anime sort of way, but heads arent really shaped that way. Mind you, they ARE in anime, and some other more modern cartooning styles (mostly ones that have clearly been heavily influenced by the Japanese, mind you) so its not really an issue, and it reads fine. If its a stylistic choice, I say go for it, nothing actually wrong with it, just somewhere in the back of your head try to remember that peoples heads in the real world are more elliptical then that...
Actually, seeing as it wasnt a problem in the other versions, or in the status icon thingy, Im going to assume you know that and its stylistic. /end rant.

39
Pixel Art / Re: Platformer character
« on: June 16, 2010, 01:01:41 am »
Maybe make the middle bit (the round part) a bit taller? Also you could try enlarging the nearest bit.

40
Pixel Art / enemy pallet help
« on: June 16, 2010, 12:41:37 am »

So, first off, this is for a game that plays as a fast paced platform/shooter with some light RPG elements, I have been working on it for a fair bit of time, and am adding in a new~ish enemy (I had an older version of the sprite, and there AI is already coded and such. They fly around and shoot at you, fairly straight forward)
This is the female version, and they are part of a gang called the warbirds. They are enemy's with another wolf themed gang called the bloodwolves (super creative, I know)
Anyhow, the game is currently using a 16 color pallet, and I would like to not add in too many new shades. Currently I have added one to the games pallet for these guys, but Im 1.Totally not happy with the new color and 2. Having some issues getting it to blend well with the ones that Im already using.
Here is the current pallet
Any suggestions would be friggin awesome.
*EDIT*color 16 is alpha, btw, thus a 15 real color pallet. Also, this is before adding the new color to it.*EDIT*

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