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Messages - PixelPiledriver
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951
General Discussion / Re: Official Off-Topic Thread
« on: September 15, 2010, 12:58:46 am »
So who played Metroid: Other M and also enjoyed the axial sort of level design?  :)
And how bout when theres a curve in the hallway and all you do is continue to hold up and it turns Samus for you?
I wouldnt argue that its how all 3d games should be. And its been implemented in a few games before (sonic being chased by whales feels similar)
But it feels good to experience. Nice piece of design and execution. :y:

Also putting aliens in a headlock and then shooting them in the face is satisfying. But I have yet to see her piledrive any of the enemies. I can only hope.

And yes I'm attempting to change the subject. any takers?

952
Pixel Art / Re: [C+C] Side Scroller
« on: September 07, 2010, 02:57:41 pm »
as Frawg stated, motion will increase the clarity of your graphics. You can tweak a still forever but the best way to figure out if it works or not is to throw it in a game engine. I've found the same to be true with animation. If I keep pumping frames into an animation just for fun without testing its value in game, I might be heading in the wrong direction.
For a lot of mockups it would take longer to make a test room and I understand why most people don't. But something this simple would take like 30min to an 1hr.

953
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 02, 2010, 05:50:24 pm »
Quote
Here are some examples I've made that might help illustrate the idea.

Cool music. I especially like the 2nd one. Jingle/stings are always fun.

Quote
PixelPiledriver, do you know of a good place to get quality criticism on sequenced music?

Unfortunately I don't. Theres gotta be some sort of music forum out there. But I have no personal experience posting on one and getting useful advice. Sorry dude. I find that any art form is 10% learning and 90% doing. Although I agree that getting some perspective from others with the same passion is always helpful. You're good so just keep at it. If I happen along a place like that I'll post.

954
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 01, 2010, 02:16:26 am »
Quote
Hey!

I made some music for a game I'm working on. Check it here:

http://drop.io/blipMusic

Watcha think?

Decent. Could use more volume variety of each note per track. Every boom of the bass lines and every ding of the melodys sounds like the same level of vol or extremely close. whistle a song you know. naturally you will place emphasis on certain notes with the volume of your whistle. This will add more character to your music and give you one more variable to play with. I notice you do have some of the notes ramping up in volume on the first song but nearly all the hits are the same, or relatively the same. Theres plenty of other things to consider. Just replace "volume" in my sentences with another variable of music that you like and play around with it more.

I would also advise making your own instruments thru the use of sound fonts or a sound bank. This will make your instruments much more cohesive and original.
Here's a list of programs I use for such:

Use to make sounds from sines or a wav. Somewhat rigged but can make some cool stuff.
http://www.fleximusic.com/generator/overview.htm

Great for editing in every way and converting. also cool for If you understand how to program functions ( f(x)=g(x) ) to create sound waves. I really highly reccomend
http://www.goldwave.com/

Use to generate a sound font bank from wav files. You wont really need this if you use FL studio or Reason or some equivalent program. but if you are using a midi program that only accepts sf2s this will help alot.
http://www.creative.com/soundblaster/soundfont/downloads.asp

Default music program I use. It is SUPER low tech so if you are into something higher like FL don't even worry about it.
http://www.anvilstudio.com/

What programs do you use? Any other sound people out there, what do you guys use? I'd be totally open to checking out some other programs.
Anyways, cool. keep going. make a weekly music schedule and you'll kick ass in no time.



955
General Discussion / Re: Pixel Design for T-Shirt
« on: August 31, 2010, 07:07:27 am »
voted 5 for you. cool tee shirt. :)

956
Pixel Art / Re: Something like an adventure game sprite template
« on: August 30, 2010, 11:33:20 pm »
If its a mouse based game you could just have the line color change when you mouse over objs that can be interacted with. From black to another color, or even keep the outlines black but go from 0 alpha (no outlines) to 255 alpha (outlines showing) on rollover. Or highlight the entire obj with a color. One more option could be changing (or highlighting) the mouse cursor like a hyperlink, then it wont matter what the asset looks like and you could just use hotspots.

All of those effects could be achieved with shaders, which would cost you less time than making frames or separate objs to achieve the same effect. Unless of course you really need frames.  Regardless of my ramblings I totally understand what you mean. Keeping a consistent "these objs can be interacted with" color format will help the player a lot.

Im really curious, what does the 4th icon do? Yellow with a dragon fly/key and says "clsh"? "clsm"? All of the others are clear but I cant seem to relate it to anything. Its not really a problem as you would tell the player what it is.

I've been coming back to this thread a couple times over but haven't had much to say as I tend to stick to technical advice rather than art critique. Cool stuff. The characters are appealing. Add more hot chicks and explosions!  :)

957
Pixel Art Feature Chest / Re: [WIP] Death Korps Portrait
« on: August 28, 2010, 08:22:52 am »
I can dig it. Layers are totally useful. Changes happen all the time. Especially when on the job and layering each element will save you tons of time without destroying stuff. What you refer to as 'alot of work' is merely a form of organization. When you practice any method it becomes natural. Honestly this will save your ass over and over if you are being directed by a client or boss.

I can agree that in some forms 1 layer is neccessary or prefered. But most of the artists I know whine ALOT when they have a 1 layer painting and are asked to change this and that. Cause its hella work and hella messy to change. I often find that artists don't want to use layering methods because they have really bad hotkey setups and they find it annoying to click on stuff. Try setting it up like a 1st-person shooter.Use the WASD QE ZC X RFV keys and then all the combinations of ctrl alt and shift with those keys. keep what you use most on the left side of the keyboard and what you use least on the right side. Example: in photoshop 'ctrl-Q' by default is Quit. This is completely useless on the left side of the keyboard (and at all as a hotkey). I put Make New Layer on ctrl-Q. It is very easy to push and without even thinking about it I type in a name (sometimes just 1,2,3,4,5) and hit enter and continue drawing. Theres a ton of other hotkeys that can be removed and replaced with much more useful actions. I suggest everyone read thru the list of every program you use and make a very nice compact custom set.

But no offense to anyone. Smiles all around.  :)  In honor of good old fashioned education OriginalAdric should try Evileye's process. And Evileye should try OriginalAdric's process. If you don't see why something is useful at least give it a couple of gos.

So I played around with your art a little.



I typically use Overlay layer mode to do shadows and lighting. It mixes colors well with others without making them too muddy and white and black up and down the luminance in a (usually) pleasing way. When ever I feel like my photoshop art is too mid range I throw on a couple of Overlays and it gives me a lot more key to work with.

Your drawing could probably stand 1 or 2 more levels of highlight. And maybe a little bit stronger bounce light. The final mix almost completely erases it. I drew in a little of both but you could do it cleaner and more precise to your liking. Multi color shadows never hurt anyone, but if its not your thing its cool. You can base the multi coloring off of reflected light, opposite light and shadow colors, or just colors that 'do something' together. Depending on what I feel like I use 2-4 colors in a shadow. Comparison is always the best way to go. just shove all the layers into a group, clone it to the right and then change the colors and see what happens. Clipping masks and pixel lock are the best ways to do this like you stated in your post.

I also really like the original drawing so I was curious to see if that would add anything to the composite. The bright version uses the sketch with Overlay and the dark version with Multiply. I also used Adjust-Hue/Saturation and checked 'Colorize' to play with the sketches line color. The black pixel lines might like some color as well even if it is very close to 0,0,0. I didn't try that in my edit. oops.

Your art is educated. You can do much better than my quick edit. Just try some stuff and go for it.

958
Pixel Art / Re: [WIP][Newbie] Kid Chameleon Remake - Sprite Work
« on: August 24, 2010, 07:22:46 am »
yah no problem. always happy to assist with game stuff. :)
School starts for me next month as well. Should be fun and very challenging.

The sprites look cool.  :y: Your list of features are fun and very doable.
If you need any help with making the code work gimme a post. It'd be better than PMing me because some of this info might be really helpful for other people as well.

At some point I might start a Fusion thread and write out the majority of what I know and have experienced. But as that will take lots of time and organization I can't really promise when that will be. Just asking me specifics will work for now.

PS: to the forum moderators: Sorry for junking up the forums with non-pixel art stuff! :blind: This seems like a good place to share game knowledge as well as art knowledge. Thanks for hosting.

959
General Discussion / Re: Sprites made in Photoshop issue
« on: August 15, 2010, 06:02:08 am »
Ran a couple tests and it seems that if you have anti-alias un-checked for the paint bucket, but checked for the selection tool you will get anti-alias like you have pictured. however the opposite is not true. If you have AA for the bucket checked, but AA for the selection tool unchecked you will not get AA.  Every tool has their own set of properties. The picture you have posted is only showing the properties for the paint bucket tool. Each tool you select will replace the properties bar with its own set of properties so try unchecking AA for all of the selection tools as well.

This is what i'm experiencing in cs3 and it looks like you have cs4 so it might not be the same. hope that works for you.

As far as animation I'd have to say graphics gale again. It lets you view your animation in the preview window continuously instead of having to export or press play. This is the ideal setup for me. It updates instantly as you draw so its easy and fun to clean and change your animation. It'll also let you import multiple images or a strip if you really want to build your art in another program. It can chug a little when copy pasting huge images tho.

960
Pixel Art / Re: [WIP][Newbie] Kid Chameleon Remake - Sprite Work
« on: August 15, 2010, 01:39:14 am »

Go here: http://www.clickteam.com/epicenter/

Look to the right and Download these 2 files:



One of the 2 bonus packs should contain the PMO. Once you get it in it'll look like this:



Yeah you've got the right idea. Everything on a character colliding with the environment causes lots of problems. For the most part you can get away with using the entire character sprite to do attack and damage collisions. But sometimes its best to just create an effect or an invisible square obj to deal damage.

PMO is developed by Clickteam so you shouldn't have any trouble getting it to install. If its not in the bonus packs or it doesn't work...... that sucks. but it should work!

The other advantage of Behaviors that I forgot to mention is that its good for making clones. Right click and 'clone' the obj as many times as you need. All of the events that refer to the original obj will be replaced with the clone/s. Just remember if you are going to make like 10 clones of something and you need to update code, update the original and then re clone. If you are forced to update each individual clone with a small piece of code (because their behaviors diverged at some point) you can copy past the events you need and then replace the obj to the current obj. But beware the broken obj (looks like a little cracked rock). You will need to 'import' any objs that are not already in the obj list of the current objs behavior. you can import and replace events as shown in the images:

This is the result of pasting in events without importing the necessary objs first.

 
Import the obj you need.You can also use 'import all objects'. any objs that are not used in the events will dissapear from the list when you leave this screen:


Replace the obj with the obj you are currently inside of:


Done!


One more tip. You can move back and forth between the Frame editor and the last Event editor that you used with a 4 button mouse.
3rd mouse button (on the left side)- Back
4th mouse button (on the right side)- Forward

Yes I did well on my math test! it was calculus stuff. had to study but its nothing impossible.  :blind:

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