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keo
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« Reply #17805 on: April 24, 2012, 09:17:03 PM » |
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thanks everyone! I'm still getting around to playing your LD games too, haven't had much time today, but I'm looking forward to them.
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Strife
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« Reply #17806 on: April 24, 2012, 11:01:51 PM » |
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I keep meaning to post something in here, and have finally remembered! Working on some cave tiles.  Oooh, shiny. *.* Very nice work so far. Has that JRPG feel to it. :D
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saibot216
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« Reply #17807 on: April 25, 2012, 05:11:13 AM » |
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California Robbery:  Hell (PS this is for rdein pls dont steal):  The water in the first one is very neat. The environments look wowzers overall. I do have an issue with the second pic, some stuff seems to get lost in the foreground and background, kind of a jumble to my eyes, and I understand some of it is palette stuff etc.
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cubertron
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« Reply #17808 on: April 25, 2012, 07:22:15 AM » |
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Sorry to ruin the thread but i always have difficulty making the body ? are there any tutorial for making the body parts/movements of the pixel character?
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Franklins Ghost
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« Reply #17809 on: April 25, 2012, 08:12:28 AM » |
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Sorry to ruin the thread but i always have difficulty making the body ? are there any tutorial for making the body parts/movements of the pixel character?
There's some good links in the pixel art tutorial thread
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JoGribbs
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« Reply #17810 on: April 25, 2012, 09:24:08 AM » |
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The water in the first one is very neat. The environments look wowzers overall. I do have an issue with the second pic, some stuff seems to get lost in the foreground and background, kind of a jumble to my eyes, and I understand some of it is palette stuff etc.
Yeah, I'm aware of it. The spec was to do something trippy so a degree of disorientation was intended. Mostly this was just an excuse to experiment with different patterns etc. so I'll probably scrub it up I implement it (rdein doesn't want it so I think I am actually gonna use it in my game atm). Thank you for the compliments tho. I like the water too But I have no idea how I'd animate it...
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saibot216
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« Reply #17811 on: April 25, 2012, 09:44:34 AM » |
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Ahhh ok. I think it would be a little too disorienting, but maybe that's just me. True, but it would be nice to see how it does get animated.
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keo
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« Reply #17812 on: April 25, 2012, 09:56:20 AM » |
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Sorry to ruin the thread but i always have difficulty making the body ? are there any tutorial for making the body parts/movements of the pixel character?
If you're curious about pixel animation it really helps to have a dedicated program like graphics gale. which features onion skinning, a preview of the animation in action, and a great palette editor. Onion skinning is a bit funky to turn on. you can ask me if you need help. It is really useful. When animating anything, I start in flat colors (about 3-4) and don't put in details until the animation set is finished. I leave the animation quite rough and go in afterwords to clean up the lines. In that way I don't have to worry about destroying details. You'll get use to predicting the motions of the body with practice. I work big so I have more room for error and experimenting, I also use a bigger brush to work faster. I can always scale down the flat rendering if need to. I hope that helps you. edit: Also something that's done alot is lassoing different body parts and rotating/moving them. I try to aim for speed rather than quality, knowing quite a lot of my animations won't get used. But it serves as good practice and the more you do the better you'll get 
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« Last Edit: April 25, 2012, 10:04:29 AM by keo »
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Dave_C
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« Reply #17813 on: April 26, 2012, 06:28:54 PM » |
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I like it! now you just need to add in some tiny ninja sprites..
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thatshelby
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« Reply #17814 on: April 26, 2012, 09:42:06 PM » |
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Trying to do this whole pixel art thing right...  Not happy about the shading on the bottom left underside of the slug. Couldn't find a good color that could stand out enough both from the dark green and the black outline.
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Geti
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« Reply #17815 on: April 27, 2012, 03:30:45 AM » |
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Is that how you'd shade it in your non-pixel art? I doubt it. Follow normal art technique mostly - there are a few things that need to be taken into consideration which you can read about in this often referenced thread - but generally you still need to think the same way about lighting and unless you're on a tight colour budget, about colouring too.  10min edit think about the shape of the bug and where you want the light to be coming from, first and foremost (the eye picks up differences in value most keenly, and uses them to determine the shape of what it's looking at - if you give it input that doesn't make sense the shape generally looks flat and boring) . I went for a segmented grub thing. I just added a colour to the ramp for highlights as I didn't have time for re-doing the colours completely (tired).
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Fallsburg
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« Reply #17816 on: April 27, 2012, 05:08:16 AM » |
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Well, his was a slug, so the segments don't really make sense. I think the biggest problem with his version is that it is very flat. Take a look at actual pictures of slugs. They typically aren't just a solid color, so adding some sort of mottling or texture would be good. They are also slick and shiny, so emphasizing that would probably be a good start.
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cure
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« Reply #17817 on: April 27, 2012, 07:10:09 AM » |
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slugs have a tapered end. you might also try heavier eyestalks (less like thin antennae, more like conical eyestalks). they also have little feeler things where their mustaches should be. texture is also something to think about: slugs are wet and slimy, but also have a near-scaly bumpy texture to them. slugs also have a "foot", a flat bottom that is surrounded by a 'lip' around the base of the slug. obviously this isn't realism so you don't have to implement all of this stuff, just something to think about.
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keo
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« Reply #17818 on: April 27, 2012, 10:41:22 AM » |
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Dane
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« Reply #17819 on: April 27, 2012, 03:08:16 PM » |
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 will fuck with timing later :V
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