AuthorTopic: Character help+Tiles  (Read 26174 times)

Offline linx

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Re: Character help+Tiles

Reply #40 on: April 05, 2010, 02:26:13 am
Ah let me explain the rocks here. I was going to use the darkest shade as the last part of the set so anything under that stays the same as the darkest shade (it doesnt keep getting darker).  Or would it be better just to use one basic set of colors for the rocks under the grass and use that for the rest of the tiles instead of making things look gradient-looking?
(Sorry if that sounds confusing  :P)
« Last Edit: April 05, 2010, 02:30:37 am by linx »

Offline zez

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Re: Character help+Tiles

Reply #41 on: April 05, 2010, 09:36:58 am
I get that part actually, it just kind of jumps to the darker colored rocks, and its a little jarring, basically I was suggesting either make it get allot darker, if its non colliding, or make it a little bit closer to the shade of the tiles above it, although its actually bothering me a great deal less now that my laptop isnt plugged in, so it may just be an issue with my brightness setting...

Offline linx

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Re: Character help+Tiles

Reply #42 on: April 08, 2010, 06:33:37 pm
Yeah it doesnt seem too jumpy to me but i dunno...
I'm thinking of reverting back tot the old style as i think the character will be easier to animate. (Was going to clean up the character a bit and unify the palette more if i revert to the old style)  Do you think it'd be a bad decision?

Offline zez

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Re: Character help+Tiles

Reply #43 on: April 08, 2010, 08:29:53 pm
keep the new one, it may be harder to animate, but it looks way better.

Offline linx

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Re: Character help+Tiles

Reply #44 on: April 08, 2010, 09:40:42 pm
Alright i guess i'll just look for a teammate. All this animating is getting a bit tiring :P

Offline Kren

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Re: Character help+Tiles

Reply #45 on: April 08, 2010, 11:07:40 pm
the arms on the new one ;_; are too small.

Offline Indigo

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Re: Character help+Tiles

Reply #46 on: April 09, 2010, 05:25:31 pm


I figure i'd post this here too.  The one on the far right is my edit.  the left-most is your attempt of adding more shading to your original.  It addresses how to add shading while suggesting 3d planes as well as basic contrast/readability issues.  The edit was really fast.  less than 10 minutes.  You could push this direction further if you focused more time on it.  For the most part I didn't touch your palette.  I may have added 2 buffer shades.  Also notice the applied dynamic outlining; changing the outline color where light hits.  It adds contrast to the piece without causing a disconnect to the scene.
« Last Edit: April 09, 2010, 05:30:23 pm by Indigo »

Offline big brother

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Re: Character help+Tiles

Reply #47 on: April 10, 2010, 01:36:45 am


I couldn't resist making an edit myself. I rebuilt the sprite around a dynamic line of action, so there's a nice curve flowing through the character. I kept the most contrast and saturated colors around the face to draw the viewer's eye. It's an old Apache trick. Of course, if the character design was any cooler, he'd probably be in that newfangled King of Fighters game that all the kids are playing.

Offline linx

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Re: Character help+Tiles

Reply #48 on: April 10, 2010, 09:42:46 am
That is epic big brother ._.

Anyways, i'm just going to get this guy right this time so i dont keep coming back to edit  :mean:
Went through lots of palette optimizing.
Edit:
« Last Edit: April 10, 2010, 10:29:02 am by linx »

Offline linx

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Re: Character help+Tiles

Reply #49 on: April 12, 2010, 01:36:09 am

I think i'm pretty done shading wise. Just debating on how i should or whether i should fix the pose.
(sorry for the double post D:)

Edit: Completely wrong link XD, accidently put big brother's sprite in here.
« Last Edit: April 12, 2010, 01:43:59 am by linx »