Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - zez
Pages: 1 ... 8 9 [10]

91
Pixel Art / Re: [WIP] Base Sprite
« on: March 28, 2010, 09:03:06 pm »
right now its looking a little blocky, try tapering in the torso (make it smaller towards the hips) on the front view, and making the legs slighty rounder. On the side view, make the peck stick out slightly (not to much, or youl give him tits)

92
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 28, 2010, 08:49:29 pm »
*bumb*
Alright, I think I fixed it. I just moved the 'knee' up slightly, shortened the leg, and cleaned it up a little bit (I still need to work on her butt a little bit,) and it looks a lot better, Something still seems off, but I cant put my finger on it, and I may have just been staring at it to long. Thoughts?

93
Pixel Art / Re: [WIP] Walking hunter
« on: March 28, 2010, 07:38:56 pm »
If your goal (Im a little unclear on if this is what you are asking) is to make it appear more like the view is from slightly ontop, you want to enlarge the head, and shrink the legs to reflect the vanishing point being lower, right now its directly behind the character, making the view basically dead on. Thats actually fine, as it is the standard view for an rpg. If you are going a true 3/4ths view, as in, the character is facing down left or down right, you want the side closest to the viewpoint to be slightly larger then the side further away, making the leading foot lower and the head slightly larger from that side, and you are also going to want to show both sides of the face, although, with the side further away being smaller. Look at sprites from tactics ogre for a good reference on this view. I dont think thats actually what you are going for though...

94
Pixel Art / Re: Minotaur, lizard man, rock monster and a wizard
« on: March 28, 2010, 10:46:12 am »
I think if you should make more contrast between the highlight and the midtone on the new one, its an improvement, for sure, but still lacking contrast.
(I do like the hue shift, just darken the mid or lighten the highlight and it will do wonders.)

95
Pixel Art / Re: [WIP] Chibi Platform Game Character
« on: March 28, 2010, 10:39:41 am »
This is really minor, but his (foreground) arm snaps forwards really fast, and then the back one instantly catches up to it. You could probably get away with loosing a frame of it moving backwards in favor for a slight transition, as right now it kind of looks like hes doing a one two punch combo on the air in front of him.

96
Pixel Art / Re: Exploranaut Game Project [WiP] :: feat. mockup
« on: March 28, 2010, 10:31:32 am »
Im really digging the direction this is going in, but there where a few minor things that caught my eye. On the darker one, with shoulder pads (top right) the left (my left, his right) shoulder looks a little off, like its coming out of his neck almost. I would move the arm (and shoulder pad) back one pixel, or possibly make the arm bent inwards, covering his body, as apposed to outwards. In the bottom sprites of the blue one (Im assuming the player, as it looks the friendliest, and was the only one in the mockup,) I cant really read whats going on with his hand. Im assuming the middle one is it turning into some sort of megamen esque blaster, and if thats the case it reads okay, but the other two, I honestly have no idea whats going on. If its a melee weapon of some sort, Id face it in to the body, and have it slightly obscure the leg, to make it look at least somewhat readied, otherwise Im totally stumped. Lastly, in the brown sprite, when he is facing to the right, his blaster arm disappears, and although that is correct with the angle (and actually kind of cool, Im way to used to left and right sprites just being flipped) it makes the blaster itself appear more phallic then (I imagine,) you intend it to. You could probably remedy that by making him reach across his body with his other arm and grab the barrel (although, as soon as I typed that I realized how much worse that could be,) like he does in the facing left animation. If you want, I can do an edit sometime when it isnt 4 in the morning.

97
Pixel Art / WIP runcycle for RPG/social game
« on: March 28, 2010, 05:28:11 am »


So, first off, sorry about the terrible quality on the gif, Its more to show the thing in motion then anything, but its pretty ugly (and kind of ridicules, seeing as the thing is only 3 colors...)
Basically, Im happy with the overall form of the sprite, and it looks fine when its just standing around (the first 4 frames on the png) and Im mostly happy with the animation. It does conveys the overall feeling I was going for (basically, imagine a ninja frolicking through a field of daises, and you have about the mood.) Its obviously not done, I basically just made a three frame stick figure run cycle that was about right, then did some combination of copy pasting, madly blocking in whites, and sketching outlines. I need to fix all the jagys, and smooth out the lines and yadah yadah, but before I do that I want to make sure its right, and now, its close, but not. My biggest problem with it is the first and fourth frames basically. I feel like the 'knee' doesn't really extend far enough, but if I try to move it forward to much it looks even worse, and if I raise it it looses any sense that this sprite could do damage. The problem may be that I have placed the 'knee' in the wrong place, as the proportions on this sprite have very little in common with, well, anything. Unfortunately (for my animating, at least) I actually really like the broken proportions

Anyhow, any advice would be awesome, this is somewhere around the 5th version of the template for this game (the 4th, I actually finished for both genders and all three races before realizing it was nearly impossible dress, this one is basically made to be super easy to work with, as the player is going to making the actual character.)

Btw, I know the chest and arm are wrong, Im going to make the arm tilt downwards slightly on the last and 3rd frame, and the chest kinda jumps everywhere, Im mostly just worried about the legs right now, as they are closest to being right.

Pages: 1 ... 8 9 [10]