shao
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« Reply #21800 on: March 22, 2013, 08:35:23 AM » |
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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. I could not watch the videos that I have a poor connection (mobile with 3kbs second), I will as soon as possible, thank you!. 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
Excellent animations.
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Scut Fabulous
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« Reply #21801 on: March 22, 2013, 10:34:49 AM » |
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My brother does computer repairs, he asked me to make a fun graphic to put into ads.
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Hamish
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« Reply #21802 on: March 22, 2013, 12:49:20 PM » |
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Ah, thanks folks that's too nice of you. I'm not a programmer so nothing will come of little Fidel unless I find someone to make it for me :-)
@brother android - I like you're little villagers, right up my street. Particularly the feels with folded arms. You should do some three quarter views and do a little rotation animation.
@jigsawdecease - that's very slick guy but it does make megacity one look like a pretty mellow place, maybe smash some windows and add some billowing smoke as if a block-war is on. You could also add a little shimmy to the titres to make look like they're spinning.
@scout - nice, that'all make a cute advert, your brother is a lucky guy.
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JigsawDisease
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« Reply #21803 on: March 22, 2013, 02:24:54 PM » |
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cheers hamish. megacity one isnt always exploding but youre right that would be cool. I will try and do more with it if i have time. was thinking of making a quick game out of it at some point. I kinda know what you mean about giving the wheels some motion, but they have no spokes in the film so im not sure exactly how to go about it.
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Hamish
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« Reply #21804 on: March 22, 2013, 02:35:24 PM » |
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Probably just a tiny flickering highlight on the wheel would do, you don't need actual rotation as if you could see it with your eyes it would be to slow for a speeding motorbike.
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JigsawDisease
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« Reply #21805 on: March 22, 2013, 03:27:47 PM » |
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cheers for the input, what do you think to this
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JobLeonard
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« Reply #21806 on: March 23, 2013, 04:51:08 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? Does Matwek test his the readability of his modifications in the game, or does he only work with the static images? The former might be another way of iterating towards the most readable option.
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gggfhfdh
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« Reply #21807 on: March 23, 2013, 11:34:39 AM » |
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have you ever played a game and just
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matwek
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« Reply #21808 on: March 23, 2013, 02:07:17 PM » |
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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? Does Matwek test his the readability of his modifications in the game, or does he only work with the static images? The former might be another way of iterating towards the most readable option. I was just thinking that myself. I currently work with just the static images. It would be nice if I could make the edits on the fly rather than wait for feedback. When you look at colourful high contrast games such as Sonic sometimes the still images do look a bit too bright and confusing but once its in motion it all makes sense and looks right. Its a hard job to improve on something when people are so attached to the original, I don't think for a second that I have it perfect yet but I'm hoping once people see it in motion a lot of the concerns people had won't be as bad.
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emacs
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« Reply #21809 on: March 23, 2013, 04:55:52 PM » |
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have you ever played a game and just
that coat is so cool
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gggfhfdh
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« Reply #21810 on: March 23, 2013, 07:19:46 PM » |
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yeah im kinda happy with how it came out, especially since i was frowning intensely the entire time i was working on the gradient
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motorherp
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« Reply #21812 on: March 24, 2013, 05:49:50 AM » |
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have you ever played a game and just That's ace. Just one thing, if the sword is in his right hand then it should be the left scabbard that's empty. It's a tiny thing but because I'm anal I can't help it, sorry.
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Maud'Dib Atreides
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« Reply #21813 on: March 24, 2013, 09:23:38 AM » |
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Hi everyone long time lurker, first time poster. I'm currently working on a game as a way to teach myself programming and it's all new to me. The game is a 2d action/platformer based on the aztecs. Anyways without further ado here's some concepts for the player and some of creatures I have planned. Any crits or comments would be appreciated as I've never really done any art before let alone pixel art. kinda reminds me of eye of Horace amiga
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Guy: Give me all of your money. Chap: You can't talk to me that way, I'M BRITISH! Guy: Well, You can't talk to me that way, I'm brutish. Chap: Somebody help me, I'm about to lose 300 pounds! Guy: Why's that a bad thing? Chap: I'M BRITISH.
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ink.inc
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« Reply #21814 on: March 24, 2013, 09:44:53 AM » |
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swordofkings128
Level 6
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« Reply #21815 on: March 24, 2013, 10:26:35 AM » |
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have you ever played a game and just not much into MG stuff but I looooved that guys design, really nice sprite yo wip: SABAS QUE!
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Gib
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« Reply #21817 on: March 24, 2013, 11:58:58 AM » |
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That's effing ace. I tried myself at pixel art today, made a sort of crappy gangster. I've read Derek tutorial, but I'm not sure in which direction I should go with this. Shading? More details? Ingame size on the left
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Quarry
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« Reply #21819 on: March 24, 2013, 12:20:09 PM » |
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That's effing ace. I tried myself at pixel art today, made a sort of crappy gangster. I've read Derek tutorial, but I'm not sure in which direction I should go with this. Shading? More details? Ingame size on the left Looks very nice to be honest, the AA could be stronger though
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