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Messages - Tidbit
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11
Pixel Art / Re: Terrain tiles techniques
« on: February 23, 2015, 05:59:08 pm »
Well apparently there is another one: block tiles.
in this case the tile is accessible for a specific direction, represented here by light brown, or not at all (dark brown).
this way I can make the transition graphics on the edges, save space, and not have to deal with collisions, which can be sorted in code by figuring out if a certain movement is "legal" in a tile. Anyway, I'm not the one to talk about programming.


To be honest, I think the first method you showed is the best out of all of these so far. You could easily make collision a sinch by moving the transition from ground to cliff close to the edge of the tile as opposed to spaced further away. I've never really given these "techniques" any specific names as I just call them the kind of camera angle I'll be using: isometric, 3/4s, side, or top down.

12
Pixel Art / Re: [Nudity - NSFW] Femboi
« on: January 23, 2015, 05:22:48 pm »


Think I fixed the leg-torso problem, and I'm currently reworking the pose a bit to look a bit more natural.
Much better! Personally, I liked the older pose but perhaps his left hand could be behind his head? Might make him look a bit more... innocent/cute.

13
Pixel Art / Re: [Nudity - NSFW] Femboi
« on: January 23, 2015, 07:46:54 am »
Just a little something I started working on in between animating stuff.



I'm like 90% certain my anatomy is off between the torso and legs, but I can't seem to figure what exactly I need to fix.

Any C+C welcome  :)
I think there's a problem with his right leg, at the bottom of his butt as it kinda looks disconnected(?) from his actual waist. Then again the problem might be with the harsh diagonal line that the penis forms, perhaps a more organic line would help things? I'm interested in seeing how he looks without the penis and maybe we could go from there since it seems to be getting in the way a bit.
As for Ellian's comment, the point of a "femboy" (feminine male) is appearing female while still having male genitals and sometimes even traits. A slightly more crude term (albeit more popular) is a "trap".  :)

14
Pixel Art / Re: Naomi Animations
« on: January 13, 2015, 07:08:35 pm »
I think the sprite looks a little manly for a girl:


Some thoughts on the idle animation:


Some thoughts on the gun animation:

Personally, I like the idea of a beefy girl character. I think I feel that some of the changes you made (super slim, breast jiggle) are kind of overkill and make her feel like any other female character now days.
Good looking sprite, I like the hair animation :) Here's an idea on adding recoil and fluidity to the shooting anim:


I feel like this is a big improvement to the gun animation as well. I might take a crack at the recoil animation in a short while once I have time to spare, but great work so far! I really like it.  :)

15
Pixel Art / Re: 16px platformer
« on: December 27, 2014, 03:52:56 am »
Here's an edit I just threw together.

I felt that there were a few lighting issues on the helmet and the rest of his armor so I made the light source for the helm, sword and shield all from the upper left so  that it matched the tree and chest. I also added a bit more depth to the chest piece and tweaked the legs below which I feel helps him stand out a bit more from the rest of the world while still looking like he belongs. Also changed and raised the face by a pixel in height and played with the grass a bit. I really like where this is headed so far, can't wait to see where you take it! :D

16
Pixel Art Feature Chest / Re: Forest tileset...
« on: November 28, 2014, 10:34:06 pm »
I've been watching this thread for a while and I wanted to just wanted to offer a little food for thought. At the current time, with the tufts of grass getting darker as if they're receding into the ground seems rather strange to me and feels really unnatural. Normally the grass would be the darker shade and the large tufts that raise above the rest of the grass would be lighter. So with that in mind I went and swapped the light and dark greens and came up with this very messy edit:

Now this isn't any where near perfect but I feel that it does illustrate my point as I feel that the grass here has a bit more natural looking depth to it. Could be wrong though!  :crazy:

17
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 04, 2014, 03:54:36 am »
Hullo! I really like where you're going with this so far, I never grew up with megaman but I've played a few of the older ones for the NES and really just fell in love with the game play and style. I think it's pretty awesome that you're finding a lot of inspiration from a great source as it seems to be giving you a great direction for your game. I (like many others in the thread) wanted to take a shot at your character to add to list of ways that he could be improved.

Now, I realize it's not perfect (and I'm pretty sure I'm breaking a few rules here and there) but I mainly wanted to show you an alternative way to make your pose/design less Megaman-esqe, so I redid the head and inner body design to give it a different feel while still hopefully fitting in with your level designs. I used the colors linked in a previous page which may or may not match up with the ones you're using.

18
Pixel Art / Re: Janus 2D Exploration Platformer [WIP][C-C]
« on: August 28, 2014, 08:20:24 pm »
Rubble? As in, the remains of long-destroyed or eroded away structures?
Right now, all those light beige dots/rocks just looks like a different type of natural earth/ground, to me.

Why that prominent vignette? Makes me feel like I'm viewing the world through a telescope or something.
I assume you're just trying to make the world look less spot-colored and want to introduce some gradation for enhanced impact/depth. Which I agree with, but I think your execution is lacking.
See a Hyper Light Drifter example of gradiently shaded low-res pixels.
Rubble as in what you've stated. The vignette is something I implemented quite a while ago to give a bit of cinematic look to the game and to supply a bit more depth and visual interest. Do you have any suggestions on other ways that I could go about this?
Here's an edit on the tiles:

Although now I feel that they don't really look weathered enough or broken up but I do like this much more than the others I made.

19
Pixel Art / Re: Janus 2D Exploration Platformer [WIP][C-C]
« on: August 28, 2014, 07:38:28 pm »
=Minor update time=

Here's a little update on the "transition" tiles I talked about a few days ago. These are the kinds of tiles that'll eventually lead onto less weathered areas of the world where the ground will transition to more complete bricks in the tiles and all that. I wanted to portray a sense of rubble being embedded into the ground or sort of broken away and I think I'm headed in the right direction. If anything, I think that the rubble is a bit too strong in some areas (the flat pieces and the walls) that I'd have to make tiles that helped transition to those as well. Thoughts and opinions?

20
Pixel Art / Re: [C+C] [WIP] Forest level
« on: August 28, 2014, 02:56:59 am »
Hello!  ;D

Since I feel like I can't properly comment on the BG or some of the rocky outcroppings that the character is standing on until I see them in a slightly more finished state, I'd like to talk about your dirt/main ground tiles. Even with how things are rather unfinished (at least I think they are) there seems to be a real clash of style between the rocks and the dirt, specifically with the pattern you have in the dirt. The rocks have very blocky and large surfaces and look smooth where as you have this strange grid like pattern in the dirt that comes off a bit more like brown circuitry to me. I unfortunately don't really have the mental capacity to whip up a few edits (I spent the day helping a friend move), I can at least suggest trying for a pattern that isn't so broken up but rather more whole like your rocks. A lot of times that I've made ground tiles I've found that sometimes a little less detail goes a looooong way.  :)
Again, I apologize if this didn't make a whole lot of sense, if you have any questions I'll be more than glad to be more concise :D

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