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Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: June 18, 2011, 01:18:58 am »
Don't pixel much anymore, but I like to dig out old pieces and have another go at them. Figured I'd show off the results.
Kinda went with a more blockier approach to the tiles. I think it works ok on the rocky/dirty stuff. Not as well on the more metally stuff.

Pink guys are supposed to be tentacle demons.

Have a few ideas for other scenes I might do. I've got small roughs up, but nothing probably worth showing.
A caravan of elves travelling towards a dwarf city, the top level full of workshops and an imposing statue of Armok breaking the back of a goblin greeting the vistiors.
A little farming scene
A neat little battle with some dwarfs laying a trap for an approaching titan.

I think the crit about needing to split this into a couple of scenes would be best. Don't have enough material jsut yet for taht, so one scene it stays.

Apologies to the two commenters for my untimely reply.

Pixel Art / Re: Rock tiles, Over detailed?
« on: April 26, 2011, 08:45:05 pm »
It would probably be best to rough out a scene with each of the layers(foreground, back ground, etc) before going into the details. I think you'd find this a better workflow. It's hard to say if something is overdetailed without knowing how it's supposed to fit into a scene.  I find perception of detail is relative to the level of detail around the object  and the layer it belongs to.

2D & 3D / Re: •WIP• papercraft project; Littleroller (Dec 4. released)
« on: December 13, 2010, 07:54:24 pm »
These are soooooooooo adorable. I feel like if I wasn't making the incredible effort not to, I'd melt in my seat. And I love how customizable they are. Are you giving away any as Christmas gifts this year?

The purple jewel guy on your first post sorta looks like something out of the megaman legends game which is a huge plus for me. I feel so bad that I never noticed this thread till now

General Discussion / Re: A skin appears!
« on: September 23, 2010, 10:51:38 pm »
Love the new colours.

... back to the lurk ...

General Discussion / Re: A skin appears!
« on: September 19, 2010, 05:20:15 pm »
colours are sweet. Nice job.

Ditto on the tool tips. Had a momentary freak out where I thought Arn'es SMB thread had been locked since I couldn't find the reply button. I kinda wonder if it wouldn't be better to have more texty buttons.

Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: August 11, 2010, 06:47:50 am »
I thnk hte less blood version looks best. It gets the point across and the blood splurt version is a little too comical. Just delay the dimming of the miners eyes a few frames so that he closes them as he falls and... perfect.

You might try playing with the size of the helmet light to make these mining helmets seems more distinct.

I love the speculars on the miner's helmet in the title screen shot, especially the main white spec. I find each time I look at these pics there's always something new to appreciate.

Pixel Art / Re: Ezio - Animating Issue
« on: August 07, 2010, 07:55:52 pm »
I don't think the problem is the in between frames but the keyframes themself. The movement doesn't make any sense. Ezlo is just sort of compresssing and expanding in an impossible way. If you want him to have that slightly hyperactive breathing look you see a lot in idle animations then I wouldn't shift him up any pixels and instead just edit the pixels around hte chest area. If you're going for the antsy, fidgety stance you see in fighter games like street fighter, then I would have all the shifting be due to knees bending or something like that.

Pixel Art / Re: NES Mock Up
« on: August 01, 2010, 08:17:04 am »
Thanks for the edit Helm. The colors do look a lot better, but they are not part of NES palette ...
There was an interesting topic once on differences in the nes palette between NTSC/PAL versions of games. I think the example used was blaster master. Sadly I cna't find it. There's also a neat little page here about the differences in display from using different kinds of cables to connect the old consoles to your TV.

Just mentioning these two things, because you could be appealing to something that may just be arbitrarily chosen colours that seem to resemble what one person thinks is the NES palette.

Also, your aniamtion lacks weight. It doesn't feel like the walking cane is really being used to prop up the weight of your character. 

Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 30, 2010, 05:31:15 am »
Like hte previous poster I just wanna gush over how much I love these mockups, especially the title screen. I love how you've captured that monsters in the dark vibe

Also, so I'm not completely useless, I did a quick edit on the suicide animation to add highlighting outlining to the dagger so it's more obvious hte throat is being slit and I added some frames so hte guy wobble on his knees before falling completely to the ground.

General Discussion / Re: Official Off-Topic Thread
« on: July 27, 2010, 11:15:45 am »
Does anyone else get bilinear filtering applied to that pallete swap page when they try to zoom in (CTRL +)? I'm on ubuntu, which makes it all the more weirder ...

Do we have to go through all this bilinear filtering annoyance again with html5? :(

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