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Messages - zez
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71
Pixel Art / Re: Character help+Tiles
« on: April 05, 2010, 09:36:58 am »
I get that part actually, it just kind of jumps to the darker colored rocks, and its a little jarring, basically I was suggesting either make it get allot darker, if its non colliding, or make it a little bit closer to the shade of the tiles above it, although its actually bothering me a great deal less now that my laptop isnt plugged in, so it may just be an issue with my brightness setting...

72
Pixel Art / Re: Toe Socks (first pixel art, C&C welcome)
« on: April 05, 2010, 02:10:48 am »
If Im working on a higher resolution piece, I usually scan it in at some ungodly resolution, use illustrator (or some other close analog, I recommend a program called pencil if your lookin for something free and easy that will do the job,) trace all the lines with vectors, then take just the vectors, downscale them to whatever the final size will be, turn off anti aliasing, and save it as a png, then go through and make minor adjustments to the lines on a pixel by pixel basis, and proceed to shade with the pencil and fill tools. I think the end result of that is still pixel art, as even though at one point or another I was tracing, and at one point or another it was in vectors, it still ends up as the same thing.
That being said, You really cant get away with using things like value blending, as you just dont have the right amount of control over the colors you use. Your piece has an ungodly amount of almost identical shades of any given color, but it does nothing to create depth, and although you CAN do that with value blending and setting the contrasts of the colors correctly (way higher, in your case, as it looks flat,) you will still end up with an unnecessary amount of extra shades being used, and far less control over the overall product.
In other words, there is a happy medium between placing every pixel by hand at 800% zoom in msPaint, and working from drawings (or even stock photo's, I guess...) and at times, it is simply not feasible to do everything by hand (Like say, if you are actually working on a game, and need hundreds of different sprites with a variety of animations, or are working on a large piece,) my way is by no means the correct one, but working with a bunch of fancy shading tools will ultimately be more of a handicap then an advantage.

>_>... Id also look here ->http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/

Oh, and hopefully this wont start a flame war, Im pretty sure I made 1ups list myself. ::)

73
Pixel Art / Re: Character help+Tiles
« on: April 05, 2010, 01:38:47 am »
I really like those, but you have a dark line on the far right of the tiles. Its more noticeable in the grass ones, where it is actually just a total absence of detail, but it comes back by the middle rock in each tile, you could probably fix that by (I normally really wouldn't recommend this,) selecting everything but the far right line of pixels, and stretching everything over 1 pixel, then fixing up any area that turned to crap as a result. The darkest tile set also looks off, if you are going for a gradient, you want to lower the contrast between it and the last shade, and if the idea is that that part is non-colliding and the stuff above it is colliding, you should darken it more to up the contrast, to make it more obvious, right now it doesn't really make sense, and If  I was playing this, I wouldn't know if I could run passed it or not...
Totally aside, the grass itself looks awesome. Reads as grass, and isnt too obviously tiled.  :y:

74
Pixel Art / Re: Grass [wip]
« on: April 05, 2010, 01:21:55 am »
the horizontal line is happening because each grass cluster is about dead center in the 16x16 tile, if you offset them a bit more (I see that they don't actually line up, but there close enough,) you could fix that up. I am be no means an expert on tiles, but I find it helps if you work details more from corners then the center, just because you end up thinking about them differently and tend to make more variation in the patterns as a result. Obviously, you don't want to start at the first pixel on any given corner, because you wont have room to work, but if you are starting from the center its really easy to just make a similar pattern for all similar things (like grass) and that makes it really hard to break up the repetition. (Point and case, both of your tiles feature a star shape made of four blades of grass pointing in different directions, and although this shape and the blades do read as grass, and look fine on there own, using that same formation over and over again makes it painfully obvious they are being tiled.)

75
Pixel Art / Re: [WIP]Sprites for a game
« on: March 31, 2010, 09:27:19 pm »
So first off, runs are friggin hard, you can look at my ongoing thread if you get discouraged. Iv been on that same animation for like a week now. That being said, The biggest issues Im seeing are 1 inconsistent limb sizes, 2 the arm comes up to high in the forward motion, when it bends the elbow. 3. Timing, thats easy, just slow it down a little, annndd lastly, you dont have a solid frame for the legs crossing over, so it just looks like he's kicking forwards and backwards at the same time, over and over again, without switching legs. I get that he is, because the shading changes slightly and the crotch moves back and fourth, but I can only tell thats whats going on because I made almost the exact same mistake when I started on mine.
Oh, this is unrelated, but on the sprite of the enemy with the mega buster, it looks like he's punching himself in the face every time he shoots... It does look kinda like recoil, just like the recoil is forcing the gun to hit him in the head over and over again.

76
Pixel Art / Re: Exploranaut Game Project [WiP] :: feat. mockup
« on: March 31, 2010, 09:01:54 pm »
Yeah, I spose the brown guy's gun wouldnt really register like that nless the first time I saw it was it facing that way (It totally was, seeing as I read left to right, so my brain kinda went 'huh whats coming out of his crotch, OH its a gun.... heh... heh....' and it probably doesnt help that I am about as mature as the average 6th grader.) It sucks that your internet and housing situation got owned, Id be really into seeing more of your work on this, it kinda makes me want to do a platformer, but I think Id honestly rather just play yours XD.

77
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 31, 2010, 09:56:29 am »
Yeah, Im also going to fix up the chest so it doesnt implode as she takes steps, and I might make the head rotate a little bit (although that would mean Id have to animate every possible facial feature rotating, so I might not...) but Im trying to get the legs right first.

78
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 31, 2010, 05:29:44 am »
Man, that kinda puts mine to shame. I see what you mean about unnecessary frames (4 & 8 on mine, Im assuming) I was going for more of a skippy frolic vibe then a mad dash, but apparently my animation didnt portray that. Anyhow, this is totally food for thought, Ima give yours some further study before I revisit mine.
// Edit, because I think double posting may be bad etiquette?


Is that better? Does it look anything like frolicking through a field of daises?

79
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 31, 2010, 01:41:22 am »


Did that do it?
*EDIT* The front leg looks a little bit too fat on the new frame... Ill fix that in a bit if the motion looks right, I think it is an improvement though...*EDIT*
*EDIT2* Is she dropping to fast? Should I maybe make her lag in the air a second longer?*EDIT2*

80
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 30, 2010, 11:03:54 pm »
Huh, okay, I think I follow. So, on the land, I should bend the knee a bit, and maybe use two frames to get back up in the air instead of 1?

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