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Messages - crab2selout.png
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General Discussion / Re: Official Off-Topic Thread
« on: July 19, 2010, 08:16:46 am »
Kinda sounds like how I felt when playing Elder Scrolls 4. Lots of quests and such to make use of your time, but I found the world mythology incredibly boring and generic. I ended up deleting it from my harddrive once I realised all I was going to get was a fuzzy,empty feeling by completing a big list of quests for a world that bores me.

Pixel Art Feature Chest / Re: Consider The Lilies
« on: July 18, 2010, 07:27:29 am »
most of your skeletons still look in prayer. The only way I can think of the skeleton looking like it's sleeping would be to have it assume a more horizontal pose. I 'm finding it hard to imagine it sleeping no matter the position of the hands. Also if that top most bone attached to hte rib cage is the clavicle, that should be meeting up with the scapula above the humerus. It seems a little high up at the moment.

I really like what you've got so far. Looking forward to seeing this finished.

Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/5
« on: July 08, 2010, 04:10:33 pm »
@crab2selout:  Yes, your 2nd edit looks much better.  The first one looked too rubbery, too much springy action and deformation of parts that should be rigid.  Mechanical animations are supposed to look perfect; its not organic motion, so squash/stretch doesn't really apply.  That being said, I like how the motion in your edit "pops" better and is more linear instead of everything sliding into place at once like my first one.  Thanks!

EDIT: To be fair, you should keep your first one on here as well so others can see what the hell I'm talking about! :D
Sorry. I overwrote hte original file and since I didn't log into imageshack when I uploaded I can't see my history of image uploads. I agree there was some weird stuff happening there.

I think the animation is mostly the same, except for that little black thing at the back. It was really floppy in my original edit, although I don't know why I did that... Amazing the difference it can make getting rid of something like that.

Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/5
« on: July 06, 2010, 06:56:19 am »

Did an edit on your turret animation.
Tried adding some stretch/squash to give it a more clunky, mechanical feel. Right now yours feels too smooth, too perfect. Lots of frames showing a smoothly tweened action does not equal good animation. Just means you have a smoothly tweened action with a bunch of frames.

I find that lots of quick starts and stops work really well to descibe mechanical movement. It looks efficient that way.

I changed the frame rate. Beofre you were animating at 60 fps. Now it's more like 20. At this size, it's kinda overkill imo to be working at 60 fps.

EDIT: made a couple more edits.

Pixel Art / Re: My first "serious" pixel art project.
« on: July 05, 2010, 08:39:38 am »
I think, in a piece like this, dither is a poor choice. Dithering suggests a rough texture(most of hte time), while a frog like you've chosen has a very smooth, wet texture. To emphaise this wetness, I kept my middle values and shadows close in value and kept their lightness as far away from 100 as I could. Then I placed a few choice specular whites.

Here's a couple of ideas that would help improve the piece followed by an edit.

Hue-shift. In your original, you made each one of your shades by darkening the original colour. You don't want to do this because it's monotonous-looking and not at all how things tend to work in real life. The topic on light a huge one that I've barely got a grip on myself, but a general rule is that your lighted area should shift their hues towards yellow and your shadows towards purple/blue. The reason for this is in real life the highlights tend towards yellow because of the sun's light and purple because of reflected blue from the atmosphere.

Saturation. Almsot all your colours have 100% saturation. I'm not a big fan of this, because it can kind of make your eyes bleed, and you don't need to use taht kind of saturation to make something appear bright. It's especially bad on shadows because the saturation makes your shadows pop out which flattens your image.

One thing to keep in mind, just because something you're drawing is coloured black or white doesn't mean you should go and use a super bright white or black to represent that. Our eyes can be very tricky when discerning the colour of something. A sheet of paper on your desk might appear to be white, but take a picture with a camera and it the picture shows it as an almost neon orange, a result of the a incandescent light nearby. Our perception of the colour of something is strongly influenced by the colours around that something.

Angle of the source image. I did a google search and found your reference and I noticed that the head on hte source was pointed more towards our right. The lightsource on the reference was knda hard to figure out so I fudged things a little. I think I could've tried to get the shape of the head better in my edit. It looks like there's a depressed ridge area between the eyes and nose, but I didn't show this well. I'm not sure why I made the black part of hte eyes so big. It ended up like that by accident and I just liked it. Blame anime, I guess.

Hope this helps.

Also, do remember to post a link to any reference images in your future posts. It's helpful to us when critiquing to see the reference for comparison. More importantly, though, it's essential to credit your source(s). The last thing you want to do is accidentally violate rule 2

EDIT: As a further note, just in case that was put too bluntly, it's very obvious that this is all your own work and I don't mean to imply anything. It's pretty common thing on art boards to post your references in small part due to a tiny, tiny minority of people trying to pass off others work as their own, but mostly because it's helpful when critiquing to be working with the same tools as the artist.

Started on this a few months ago and came back to it again recently. Still a bit rough in the tilework right now. I really gotta  look at my tiles and work out a common border so they are more seamless.

Stil, Il thought it would be nice to get some input and impressions. I think the main problem I have with it now is it feels lifeless. Maybe I should start adding some more stuff like shops and plump helmet spawns on the ground etc. I thnk I need to break up the rocky tiles more. Way too monotonous. Maybe I should create some fuzzy spots with fewer details.

Also in case anybody is wondering this isn't meant to be functional in any way. I don't intend to make some sort of DF side scroller mod or whatever. Just having some fun.

General Discussion / Re: Official Off-Topic Thread
« on: June 23, 2010, 09:26:54 pm »
Would those images with AA still be viewed at a multiple zoom?

General Discussion / Re: Official Off-Topic Thread
« on: June 18, 2010, 05:57:44 am »
looks like a neat rivercity ransom clone. Lol at the toonies at the end. wtfcanada.

Pixel Art / Re: How to animate smoothly? (sprite included)
« on: June 18, 2010, 05:50:15 am »
What you're looking for are the 'Principles of animation.'

There are a few websites taht try to cover them, but I think the best reference for these are still to be found in books like the animators survival kit. It's written by a guy who worked for Disney. It's been named dropped by just about every respectable and excellent animator I've seen on this forum and plenty of other people recommend it as well.

General Discussion / Re: What makes a good plot
« on: June 10, 2010, 09:21:22 am »
The following rule applies to almost anything in life: "You can't appreciate the grand, without having known the mundane". If you have giants in your game, you have to include regular sized people or they aren't giants. If you want your music to sound very bombastic, do it right after a quiet moment.

Like with art, everything is about contrast.

How to apply this on stories? You will never have a grand finale if the beginning wasn't small. Comics tend to start out from the superhero's appartment. If we see Superman in costume on page one, you'll never get the same scale of emotion as when you have him tear his clothes to reveal the costume in the middle act. In terms of games, start of small. Start in a village, with nothing out of the ordinary. Start in a blissful world. Let the player see the world as it is, before you rip it to shreds. Let that blissful part linger for just too long, get the player bored, lulled into false security. Make the entry into the game sudden.

So true when I think about it. People always make fun of hte fact that most stories or games would end if the end bad guy had just sent his elite soldiers after hte hero first instead of sending progressively stronger soldiers that merely serve to prepare the hero for the fight coming afterwards. But it's this progression that makes you realise how powerful the badguy was in the first place. How can you understand how repressive a worldwide emperor is without experiencing the tyranny of his country, state, and local employs?

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