Zack Bell
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« Reply #21780 on: March 19, 2013, 11:14:36 PM » |
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starting this thing for a summer project
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goshki
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« Reply #21781 on: March 20, 2013, 01:26:36 AM » |
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Very nice! Clean and stylish. I personally prefer the bleak, muted colors on the left. But that's a matter of taste. You say it's a "medical" theme thing. Is the main hero the Hydrocephalus Boy?
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Hamish
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« Reply #21783 on: March 20, 2013, 04:54:06 PM » |
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Holy Moly this thread has been going a long time. I've not posted here before so hello folks! Here is something I did last week to try and practice animation. Is pretty tough and was hoping I could get some tips here. Whotcha'got? [/UR
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Brother Android
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« Reply #21784 on: March 20, 2013, 05:17:56 PM » |
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Some NPCs from a lo-res RPG kind of thing. @Hamish - I really like that. I think the animations have good personality (particularly the dog's, which are downright adorable), and I like the colors you chose, particularly the purples.
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GhostBomb
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« Reply #21785 on: March 20, 2013, 08:21:02 PM » |
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@Hamish That run animation I love it
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JOBA
Level 1
EZ
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« Reply #21786 on: March 20, 2013, 10:50:18 PM » |
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All hope has been placed in him. Ugghh, I love monks and all the moody sacral settings. Churches, monasteries and crypts. You have to add in some Bachs organ works as a soundtrack.
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« Last Edit: March 20, 2013, 10:56:33 PM by JOBA »
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JLJac
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« Reply #21787 on: March 20, 2013, 11:23:57 PM » |
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Very nice! Clean and stylish. I personally prefer the bleak, muted colors on the left. But that's a matter of taste.
You say it's a "medical" theme thing. Is the main hero the Hydrocephalus Boy?
Yeah I'm leaning towards the muted ones too, after all. I'll give them some tweaking though. On the character I don't relly know what I'm doing, but I guess that the dim idea in the back of my head was something like a fetus with a cubic helmet. Holy Moly this thread has been going a long time. I've not posted here before so hello folks! Here is something I did last week to try and practice animation. Is pretty tough and was hoping I could get some tips here. Whotcha'got? [/UR
You don't need our help, brother. The fact that you can cram so much expression into so few pixels indicates that you should be offering it, not requesting it... Edit: Actually, the more I look at it the more impressed I am. For example that you've used the tetris s-shape as the hind leg for the dog, it's literally the smallest possible shape that shows how a dog's leg is bending first backwards, then forward again. Impressive stuff!
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« Last Edit: March 21, 2013, 12:18:19 AM by JLJac »
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blinkok
Level 1
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« Reply #21788 on: March 20, 2013, 11:49:57 PM » |
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starting this thing for a summer project absolutely gorgeous!
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Belimoth
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« Reply #21789 on: March 21, 2013, 01:56:40 AM » |
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Holy Moly this thread has been going a long time. I've not posted here before so hello folks! Here is something I did last week to try and practice animation. Is pretty tough and was hoping I could get some tips here. Whotcha'got? This is wonderful.
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Franklin's Ghost
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« Reply #21790 on: March 21, 2013, 04:34:37 AM » |
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@ Hamish - Best thing i've seen in a long time. Everything in it is perfect. I'm going to be a big fan of this game when it comes out! Agree with this statement. Best thing I've seen on these forums in a long time. Great work Hamish Hoping you'll be making a game from these sprites.
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JigsawDisease
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« Reply #21791 on: March 21, 2013, 08:12:51 AM » |
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thats quality hamish. loads of character. I did a scrolling pixel art DREDD scene for college, i couldnt find any image upload site that would take it so i put it on deviant art. http://fav.me/d5yrnsg
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Colon Semicolon
Level 2
GREAT WARLORD ATLUS SAN
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« Reply #21792 on: March 21, 2013, 08:18:15 PM » |
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DINGLING DONGLE DORKS AGAIN ARE WE?
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Strife
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« Reply #21793 on: March 22, 2013, 04:48:13 AM » |
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The one on the left is mine, while the one on the right is Matwek's modifications. Overall, I'm impressed with the quality of his work. (Also, he's okay with me posting his tweaks around.)
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Hangedman
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« Reply #21794 on: March 22, 2013, 05:55:40 AM » |
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Everything is more visually distinct on the right, but also way more distracting/visually noisy, and the character still blends in a lot in both.
I would say, try his more detailed character on your less-detailed backgrounds
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Strife
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« Reply #21795 on: March 22, 2013, 06:55:23 AM » |
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I have considered getting the contrast/detail on the rocks and trees bumped down, while keeping the new contrast level in solid objects the same. Alternately, I could adjust the palette of the new tileset to mimic the soft pastel-like colors of the original, while keeping the characters untouched.
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gimymblert
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« Reply #21796 on: March 22, 2013, 06:58:04 AM » |
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Saturation/contrast should reflect hierarchy of background, platform, character and interactable in that order. This tree pops too much imho ... at the same it is a still image, motion help sort things out too.
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Strife
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« Reply #21797 on: March 22, 2013, 07:10:05 AM » |
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Quite true! Let's give it a go: I added +20 brightness and -20 contrast on the rock and tree. It's an improvement, I think. Maybe something along the lines of 30% reduction for rocks and trees and 20% for the ground would do the trick?
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gimymblert
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« Reply #21798 on: March 22, 2013, 07:20:11 AM » |
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Well contrast is relative, I'm not sure quick generic fix like this will "solve" the problem. You need to allocate "color domain" to each layer so they do not overlap, that mean planning in advance the pallet. The tricky part is to succeed having artistic impact while keeping readability.
However don't mind what I say that much, there is good chance that what you have is good enough.
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SolarLune
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« Reply #21799 on: March 22, 2013, 07:38:26 AM » |
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The rock is too saturated to me, but I like it darker rather than originally. The more desaturated tree is an improvement, I think.
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