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Messages - Willows
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21
Pixel Art / Re: Atalanta Animations
« on: January 23, 2009, 03:24:02 am »
@ the heelstrike debate.

I'd always been curious about that. I figured I was an anomaly for naturally running primarily forefoot while most animators I talk to swear that the heelstrike is a critical part of the animation. Especially considering heelstrikes are more shock, less cushion on ye olde skeletal system.

In any case, good to know. Thanks for letting me now I'm not crazy, Gil :D

@ actual critique.

Nacl, is there anything you could add to the character, in terms of character design, that would separate one leg from the other? For example, if she has a knife strapped to her calf or a kneebrace or something it will be more obvious which leg is which in the run animation. Right now, I'm getting somewhat lost as to which leg is which.

22
Pixel Art / Re: Lennus Portriat/poster (Alien Creature.)
« on: January 23, 2009, 03:16:53 am »
I think!

...the reason for no replies is that your forms aren't 100% clear to begin with, so people aren't precisely sure what to look at or what they're looking at. An' noone wants to be so offensive to post "uhh... what is it?"

By no means does it look bad, just some forms are unclear to me, particularly what I assume is his nose (trunk-like thing?), and the many other similar appendages sprouting from its head.

Also, to be entirely honest I'm not sure where the armcannon you mention is.

I feel as if subtle hue shifts to show the viewer that X is a different material than Y would go far.

It -does- look very cool, though. I'm lookin' forward to progress :)

23
Pixel Art / Re: Vikings
« on: January 15, 2009, 10:42:38 am »
Simple idea, letting it expand too far.


... you've currently got one fighter with either multiple variations of weaponry options or a fully functional dual-wield system, and you're telling me it's only -one of- the heroes?

okay.

What impresses me about some artists is not necessarily their ability to create intricate and beautiful details, but to create intricate and beautiful details in such a simple manner that it feels entirely whole and natural, not frustratingly overwhelming and unnecessary. It's awesome how detailed and thorough you are (were?) with partisan tactics, and though I totally do get excited about all the pretty graphics... I do believe that in art and game design, especially indie game design, above all else should be simple.

Take, for example, both crocodingus and thrustburst. Incredibly simple gameplay portrayed in a clean and simple manner. You didn't get the option to play as one of 17 different ships in thrustburst; It most likely would have distracted from the gameplay. Crocodingus... well, to be honest I haven't yet tried it out, but even from the screenshots I can tell that at the core it is simple, and I've only read positive things about it... soooo :O

Also common reference, Cave Story. "Hey!" you say, "That game has multiple weapons too!". You're darn right it does, but you'll notice that each weapon is entirely unique and serves an individual purpose that is not filled by any other weapon. The machine gun is perfect for people who don't like platformer bits. The nemesis is great if you get hit an awful lot. The spur is there for the people that like to charge up their shot from behind a corner and blast their opponents in one shot, and the fireball is for those people that like to gain the high ground and rain destruction on their foes. None of it amounts to "I'm using the fireball because it looks cooler". Every weapon in that game serves an explicit purpose and greatly adds to the gameplay and value of the game.

So I very much agree that you're prone to letting your ideas run away with you, and I encourage you to make everything in your game serve a purpose to the gameplay, just to show yourself that life can be fun for a man who picks one weapon and sticks with it.

As for art specific crit, he doesn't entirely look like a viking, to me. I'd accept that he is if I was told, but I think you can push the viking-ness a bit further. Like, where's the guy's beard? What self-respecting viking doesn't have nasty amounts of hair? What's with this sissy little hatchet he's holding... I mean, c'mon, the blade is only as big as his head! You can do better than that!

I'm glad you're working on a new project, though, ndchristie. Gives me yet another game to look forward to :)


24
General Discussion / Re: N00bish question, but please reply
« on: January 14, 2009, 11:22:51 pm »
I dock 'em and hide 'em under specific hotkeys in the ... preferences menu? Somewhere around there. Just hotkey their toggles to 1 2 3 4 5 and it's very easy to get them in the way or out of the way as you prefer.

25
2D & 3D / Re: Official OT-Creativity Thread 2
« on: January 12, 2009, 03:40:27 am »
I'm sorta kinda trying to find a way to put it into words, whilst avoiding sounding like a robot.

Helm, something usually feels somewhat broken or cold to me about your ink works. Perhaps this is the medium itself, or the lack of light and colour.. but something feels off every time and I've mostly kept my mouth shut about it because I've never been able to pinpoint it. Also, I figure it's multiple nitpicks moreso than one major error, so I haven't tried too hard to find it.

Not that your work is ever bad, I just don't necessarily find it as intruiging/appealing as some of the stylistic works.

I can talk in circles for hours trying to cover my own ass! Hopefully you get the message without being offended.


Is C&C welcome, unrequested, in the off-topic creativity thread, anyhow?


an' ptoing, your characters are comical and interesting as always!

26
General Discussion / Re: Scrolling Backdrop perspective?
« on: January 05, 2009, 03:13:23 am »
You could forge a "perspectived" background using a couple parallax layers, no?

27
Pixel Art / Re: Swordspell C&C [ Lot of animations! ]
« on: December 31, 2008, 08:42:58 pm »
The "Victory pose" read as pelvic thrusting at first, to me!

Not that that's a bad thing. Personally, I think games need more characters violently pelvic thrusting after they accomplish something awesome.

28
Pixel Art / Re: First Try Walk Anim WIP
« on: December 29, 2008, 06:06:33 pm »
I entirely disagree with the broken proportions comments, as the proportions seem passable for what they are, though obviously making no attempt at being realistic. There are a couple specific proportion flaws, such as the character's left arm being much longer than his right, but that ain't too hard to fix at this stage.

What I am concerned about, though, is that it is unclear what perspective you're going for. I'd assume he's supposed to be platformer, but it's hard to tell exactly, as he currently appears to be walking somewhat toward the viewer.

29
2D & 3D / Re: Official OT-Creativity Thread 2
« on: December 26, 2008, 08:15:29 pm »
S'not as bad as I thought it would be, actually. The smaller of the two is $1,000, and when you compare it to an intuos of equal size and a new monitor, the price ain't that much different. I think.

Good to know that you find it better, though! One day when I'm not broke I'll get one. And I'll name it Jakten.

...another question, though! How do dual monitors work with a cintiq? Absolute positioning would prevent you from doing it traditional mouse style, and obviously you can't just draw on a regular monitor... I guess you'd just set one of the buttons on the cintiq to change the active area to the other monitor?

30
2D & 3D / Re: Official OT-Creativity Thread 2
« on: December 26, 2008, 07:52:47 am »
Got me a Wacom Cintiq for Christmas so I've been mucking around with it.

what a marvelous invention  ;D

I got a waterbottle full of jellybeans.



Not necessarily on-topic, but kind of:

Did you have an intuos/graphire/bamboo before, and do you find the cintiq actually more useful?

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