AuthorTopic: Chase Kings [WIP][C+C]  (Read 6157 times)

Offline premonster

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Chase Kings [WIP][C+C]

on: September 13, 2013, 02:59:21 am
I'm starting to work on a side-scroller prototype with a friend, and im responsible for the pixel art. I would like some critiques and comments, since there are so many great artists willing to help in the forum.

There will be 2 teams (red and blue like TF2), each with around 6 characters to choose from, and i would like to keep it simple on the colors/shapes/size.





« Last Edit: September 20, 2013, 09:42:36 pm by premonster »

Offline tim

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Re: Tribal - Working Title [C+C]

Reply #1 on: September 13, 2013, 11:05:18 am
It looks simple but lovely !
Although should avoid the obvious symmetry, especially considering the clouds and the animals.
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Offline premonster

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Re: Tribal - Working Title [C+C]

Reply #2 on: September 13, 2013, 07:38:47 pm
Thanks for the feedback Tim!

I'm working on the satyr animations and the attack looks really bad (it's just 2 key poses - anticipation and the blow, blended with some of the idle animation).

I think i need a lot of help on this, and would really appreciate it.



« Last Edit: September 13, 2013, 07:56:05 pm by premonster »

Offline Decroded

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Re: Need heavy tips on animations [WIP][C+C]

Reply #3 on: September 14, 2013, 06:59:26 am
quick edit.
im out of time now!  ;D



Offline premonster

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Re: Need heavy tips on animations [WIP][C+C]

Reply #4 on: September 16, 2013, 01:07:08 am
Thanks for the edit Decroded, i like it!

I'm aiming for something like the Scout on TF2. I think this one could be a better base for the attack key frames:







This is the running cycle, i want him to have an attack for when he's running, so he won't stop to attack...





Uploaded a lineup of 3 the characters i already have made.

Still looking for tips on animation, i know only the basics and i'm just trying the best i can with it.

« Last Edit: September 18, 2013, 03:44:16 am by PixelPiledriver »

Offline Decroded

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Re: Looking for animation tips [WIP][C+C]

Reply #5 on: September 18, 2013, 08:59:21 am
Cool.
quick comment: big guys face is too similar to king guy.
maybe he is a little bit younger (king used to look like that), big chin with a grey 5'oclock shadow or something.

Offline Seiseki

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Re: Need heavy tips on animations [WIP][C+C]

Reply #6 on: September 18, 2013, 11:07:22 am
Thanks for the edit Decroded, i like it!

I'm aiming for something like the Scout on TF2. I think this one could be a better base for the attack key frames:




Looks like the arms go round and round his body..
It should go back the same direction when he's charging up for the swing.

Offline Decroded

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Re: Looking for animation tips [WIP][C+C]

Reply #7 on: September 18, 2013, 01:35:52 pm
Yeah I agree.
When I first saw that I thought I'd like to see a 2-hit loop where it swings back and forth, but I didn't know if thats what he wanted.

Offline premonster

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Re: Chase Kings [WIP][C+C]

Reply #8 on: September 20, 2013, 12:37:57 am
@decroded: Thanks for the help man! I've made the king with a longer beard and hair, as well as fatter and shorter... But i'm not satisfied with his overall design so i'm going to rethink him, as well as the jester...

@seiseki: The arms have to go back, you're right! I've completely missed that... I wanna have him attacking while moving, that first attack is kinda lame. :x

I'm starting to shade the characters, starting with the one i like the most - the dworf. Any tips on lighting, etc (it's my first pixel art with this kind of shading)? I think i lost the "mech" feeling on the shoulders...

« Last Edit: September 20, 2013, 04:14:46 am by premonster »

Offline Decroded

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Re: Chase Kings [WIP][C+C]

Reply #9 on: September 20, 2013, 08:10:35 am
Extremely tired but had a little go at it.
Dunno if your after this kind of rendering but i played around with material by making the colour transitions less linear with smaller speculars.
Also darkened the back arm and leg to add depth.

Offline premonster

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Re: Chase Kings [WIP][C+C]

Reply #10 on: September 20, 2013, 05:33:52 pm
Yes, it looks really good!

The darker limbs behind the torso and outlines, less blocky color transitions... And lighting is helping define the shapes way better, specially on the shoulders, legs...
I can learn a lot by comparing those two, can't thank you enough!

Edit:

« Last Edit: September 20, 2013, 07:48:09 pm by premonster »

Offline big brother

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Re: Chase Kings [WIP][C+C]

Reply #11 on: September 20, 2013, 08:54:10 pm
If you look at TF2 characters, a lot of care was taken to give them unique silhouettes so they would be instantly distinguishable in-game. Because the colors are unified to show team affiliation, the shapes become even more important for identifying unit type. Currently, the king and the knight share too much -- same approximate size, same head atop an upside-down U body. I recommend exploring the contrast between sharp angles and curves to highlight the differences between these units. Best of luck!

Offline PixelPiledriver

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Re: Chase Kings [WIP][C+C]

Reply #12 on: September 20, 2013, 09:39:17 pm


Also note the color placement and quantity.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline Decroded

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Re: Chase Kings [WIP][C+C]

Reply #13 on: September 21, 2013, 02:11:47 am
Currently, the king and the knight share too much
Agreed.
Just some ideas on that.....

Knight (we've labelled him that now!) could be younger, smaller armour around the hips maybe a weapon sheath, sharper shoulders, less slouched pose with chest plate protuding more, different chin and facial structure and lose the moustache as I mentioned.

You could make another grunt character thats hunched over.

King could stay same shape, add distinguishably decorated pauldrons with cloak attached.

Probably lose the similarities between character apparel, switch colours around etc.
Knight's armour could be practical while the king is adorned with more decoration, gold chain etc.