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Messages - PixelPiledriver
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Pixel Art / Re: punchy punch robot fun
« on: April 23, 2012, 07:36:54 am »
Oh right my bad.
The exact same stuff I was going to cover here can be found in the Project Entropy thread.

Again very little drawing here.
Mostly just select tool animation.

The multi-frame I created from your drawings looks like this:

I'm a sucker for really simple stuff like this.

Last year I worked on an ASCII game.
It was a blast.
The low standard let us speed along and create the game within a short time period.
This can be really good for a project especially if it's one of your first.

I can do all the animations myself (probably)
Don't worry about this so much.
Setting a simple and fast animation style for this sort of art will look fine.
Just do a single pass on everything with extreme limitations, such as only 2 frames per animation.
Or even more limited only 2 frames per character no matter what they are doing.
If its not the look you want just do another pass, and another etc.

In our project we were able to get away with the player having 0 animations.
Instead he would flash colors, emit particles and make sounds to convey status and action.
Perhaps not as limited as you might want, but it can work.

You can build them houses and talk with them about different things.
If this is a major component of the game you should add it to a variant of your mockup as soon as possible.
Text stuff can take up a lot of game screen real estate depending on how you set it up.
Try different compositions of when and where text will show up when you talk to people.
You'll want to find a good compromise between the style and readability of the text that you want.

Pixel Art Feature Chest / Re: Project Entropy
« on: April 21, 2012, 09:57:25 am »
Really like the character!
The style and execution is great.

Your "line of action" is not as strong as it could be.
This is because you have the passive arms sort of working against the focus on the active arms:

By changing the pose a little you can create a more singular and definite, therefore "stronger", line of action.
This works much the same way as composition in designing a static image to create flow and focus.
Focus should generally be directed to the area doing or about to do the most action.
So here we try to change the shape to be more directional:

Your original is 12 frames and my edit is 23:

It's not that huge of a difference but it could get away with less frames if you have major restrictions.
We are both using 3 delays 60fps.

Especially wondering about speed/ delays etc
Decreasing the delay fps will allow you to get away with more action.
More impact and motion can be added as it all happens faster and flows together better visually.

Increasing the amount of delay means less work.
The animation lasts longer with less drawings.
But "drag shapes" and "multi frames" will be less effective the more time they are shown.

Find a good compromise between your engine/time restrictions, the amount of work you want to do, and how well you need the animation to flow.
Animation with less action does not require as low of delays.
But could still benefit from it of course.

Go look at my edit in the Punchy punch robot fun thread.
That animation runs at only 2 delays 60fps.
This makes it much faster and more room to stuff in action and timing.
However it ended up being 134 frames.
It depends on what you want but generally people agree that less work is favorable, and higher delays can still be made to look really good even with lots of action.

To get more speed you can do whats called a "multi frame".
You can start by drawing all of the frames separately, showing the motion, just as you already have:

Then you can stack them on top of each other all in a single frame:

packing multiple frames together makes the motion happen faster, as they are all shown at once.
At a decent speed your mind will perceive it as a fast motion.
The stacked frame will also clearly show your line of action.

After getting a good idea of the motion, arcs, and line of action, you can stylize this frame.
There are many different ways of representing this visually.
Purely multiple frames, solid drag forms, particle effects, repeating shapes, blur, etc.
It just depends on what you want.

This is how I styled the multi frame in my edit:

Doing more passes you can add cool stuff like particle effects, lighting effects, etc to supplement the motion.
Action and Reaction go hand in hand:

For me pixel animation is all about re-use.
Make finished art.
A few key frames.
Get good motion just using the select tool.
Clean up.
Make another pass.

What you have is a really good start.
Play around, try variations and new things.

Pixel Art / Re: punchy punch robot fun
« on: April 20, 2012, 11:26:13 am »

What you have isn't as bad as you might think.
It's a pretty solid foundation.
I barely did any drawing.

Will explain how this works tomorrow.
For now just download the gif and flip thru the frames in GraphicsGale.

Pixel Art Feature Chest / Re: Princess Piledriver
« on: April 20, 2012, 12:20:38 am »

Are you twelve? Can we call them breasts? That's what they are.
Hey woah.
I take full responsibility for this.
It was me that used the word first in reference to my own art, making the term comfortable to others.

I'm actually quite fond of words and how they interact with each other.
Alliteration is one of my favorite things, hence my handle (P)ixel(P)iledriver.
Palindromes and rhymes are cool too.

While "boobies" is not alliteration it has repeating b's and o's.
So I'm comfortable with and actually entertained by such words.

I was even considering naming the new character Booby Bandit (alliteration yay!).
But felt that Bootie had a little more pun to it in terms or being a bandit.

What if new one had longer socks?
Variations are cool so I'll give it a try.

Piledriver's stubby little arms bug me - just don't feel right.
I enjoy a good rubber hose character.
But agreed they make even less sense now that I've slightly toned her legs.
A few variations from now I'll see if something else looks better.

How do you do your greyscale conversions?
Nothing too special really.
The luminance value of a color can be found by averaging the rgb components.
If we test what Graphics gale does with pure grayscale values in 24bpp we can see there is a slight shift:

This seems strange to me because 128*3/3 =128.
Not 126.
It's a slight loss but I'm willing to live with it.

I wrote a grayscale shader for last years project but didn't really think to check if it shifts the luminance or not.
I might dig that up later just to see.

Also just re-reading this I realized I might sound a bit harsh:
Recently I've been doing edits around here on animations, but that only helps so much.
Fundamentals, principles, and techniques will help people much more than me just editing their work and sending it back to them.
Not my intention.
Edits do a lot of good and I'm still happy to do them when I have time.

Pixel Art Feature Chest / Re: Princess Piledriver
« on: April 18, 2012, 11:46:01 am »

hope you dont mind, i tried an edit of your character
Not at all!
I encourage it actually.
Otherwise i wouldn't be posting here.

I really appreciate you guys taking the time to edit.
There are tons of things that I like about both.
Really helpful stuff.
I have not yet taken into account all of them on my sprite.
I like to do things manually which takes some time, as opposed to just ripping, so don't feel like I am ignoring some of the better qualities that I am missing in your edits.

These colors are appealing to me so I'm interested in what else they can do.
The new characters are very early, all sorts of messy, and could change quite a bit.
But they are still open to crits and edits if anyone feels compelled to do so.

Personally, I love the chunky
Yes I want them to be thick.
They could withstand even more chunkiness.

OT, I'm very interested in your animation process if you wouldn't mind hashing it out sometime, I don't think there's a dedicated (animation) thread here but a good one would surely help a lot of people.
I've been wanting to draw out a good animation guide for sometime now.
But I am still unsure of the best way to go about it.
Recently I've been doing edits around here on animations, but that only helps so much.
Fundamentals, principles, and techniques will help people much more than me just editing their work and sending it back to them.
A lot of the links I throw people aren't all that great either.
It's just been faster than trying to write everything about animation ever in a single post.
I'm willing to put work into it and make it nice and helpful, but if it falls off the front page and is considered necro-posting I'll be a bit sad.
Perhaps a blog is the best place then?

Also thanks for nice compliments everyone.

Pixel Art Feature Chest / Re: Princess Piledriver
« on: April 17, 2012, 11:47:42 am »
put some more time into this:

A simple single image animation pass.
I'll end up doing a few more to figure out what I want to animate.

I'm a bit bothered by the lack of volume of the hair on the side with the secondary light source
For sure.
Not completely satisfied with the final hair update.
Some of the shapes are kind of blah.
A few of the older ones, like the one below the last, are more appealing to me.
Adding 1 darker color balanced the grayscale closer to what I want.
But dropping the lighter bounce color also took something out of it.
Will mess with more next time.

only thing thats bugging me is her chest, I think old robotic one looks better
Yes I also have strong interest in boobies.
No joke.
There are many different ways to draw them.
The robot style isn't too bad and with some refinement could work.
Playing around with different forms i decided to go with something softer.

also crown looks very cool but it seems somehow sideways to me
Agreed its a bit anti-gravity.
I like the cartoony feel of it being unrealistically tilted.
But I don't disregard the fact that something else could look better.
Tried some other stuff but haven't made a decision yet.

Thanks for crits!

Pixel Art / Re: Damage Status
« on: April 16, 2012, 06:35:45 am »
Right now you are relying on surface details to distinguish the images.
If you want to keep the same size there are other ways to show change.

Change in color is recognizable at almost any size:

Motion is also easily readable and makes each state more unique:

A couple other options:
1. If you want to keep him a single color you could make each step go down in saturation.
2. If you only want static images you could change his form, by having him deflate or melt.

Pixel Art / Re: My first Animation (WIP)
« on: April 15, 2012, 11:53:02 am »
A big thanks for help, but... I didn't understand any of those things. Would you mind explaining in a better way?

Admittedly the link I gave you lacks visual examples.
Since animation is visual it doesn't always help to read about it in words.

I searched around for a video and this is the best thing that I could find:

It's straight forward, short, and isolates each example without other distractions.
Unfortunately even though the animations are nice they are still lacking in teaching the technical skills to achieve each principle.
They only show you.
They do not show you how.
The description states "Designed as a memory aid", so it assumes that you already know what each one means.

The 12 principles themselves are not ALL there is to animation.
They are just a good place to start.
Many more tricks and techniques exist.
I can't seem to find any information about them on the internet.
But of course better material may be out there and I am just not finding it.

Search around and see what you can dig up.
You will find TONS of examples.
It's not that I think they are bad quality.
Although some of them are misleading or completely wrong.
I have just been unable to find any sources that are similar to the way that I was taught animation.

If you are REALLY REALLY interested I can cover maybe 1 topic a week (or less depending on how much work I have).
There's just no way I can explain it all in 1 post.

However if you are more interested in just small pointers for this specific animation that's cool.
But it may be difficult to apply without a good understanding and practice of the fundamentals.

Also Phlakes and rikfuzz both make solid points.
Keep their advice in mind as you work.

Kind of a silly character:

The grayscale reveals that she is VERY mid key.
I was tricked into thinking she had wider range by leaving in the black outlines for so long.
Once I swapped them for colored line all of the lows disappeared.

Also on my laptop monitor her colors are terribly blown out in blue.
But my 2nd monitor she is completely readable.
I'll have to find some compromise.

After some more passes if I get the time I'll do some animations.
Of what?
Piledriving robots into the ground of course.

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