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April 19, 2024, 04:48:24 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7280683 times)
Miguelito
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« Reply #29360 on: April 11, 2015, 06:12:21 AM »

"Steel"

"Hats"

Beautiful
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skaz
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« Reply #29361 on: April 11, 2015, 10:48:03 AM »

Running !

Old / New
« Last Edit: April 11, 2015, 01:53:51 PM by skaz » Logged

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oahda
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« Reply #29362 on: April 11, 2015, 10:51:49 AM »

I feel like you should remove the Tetris L block sticking up and down his collar. It gets really annoying once you become aware of it (which I did soon).

Looks veeery slick other than that. Are you utilising the zoomed up resolution to move things by step smaller than a "pixel" here? It looks so smooth.
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Miguelito
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« Reply #29363 on: April 11, 2015, 11:04:30 AM »

I feel like the fact that both legs extend to the same frontal extreme point is something to be corrected.

If you look at the character, it's not in perfect side view, but half facing the camera. How about nudging his "back" leg (the one further away from the camera) a few pixels to the right at its maximum extension?
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Schoq
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« Reply #29364 on: April 11, 2015, 12:26:58 PM »

There's actually a difference of one pixel though! But yeah looks like it should be more.
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skaz
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« Reply #29365 on: April 11, 2015, 02:01:28 PM »

Thanks for the replies!

The tetris block is gone, I made the left shoulder stands out a bit, logical considering the pose. I only up-scale the image 400% times, I don't use any special technique to make it look smooth. It's 8 frames, maybe are you talking about the smoothness in terms of feeling of acceleration/deceleration?
Also modified the distance of extension of the legs, now separated by 2 pixels instead of one. More would look odd.
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Zanhuf
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« Reply #29366 on: April 11, 2015, 02:55:56 PM »

Anyone got any experience with making a palette for metal/Iron colours? Struggling trying to make one at the moment  Sad
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Schoq
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« Reply #29367 on: April 11, 2015, 03:00:20 PM »

high contrast (like complete), don't make it straight grey, jump between hues a bit as if it's reflecting a multicolour environment
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Zanhuf
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« Reply #29368 on: April 12, 2015, 07:58:24 AM »

high contrast (like complete), don't make it straight grey, jump between hues a bit as if it's reflecting a multicolour environment

Thanks for the advice. I've been messing about with hue-shifting greys towards blues since that seemed to be the most logical, should i incorporate more greys? Interested to hear opinions oh and before i forget here's five colours (I've been currently using the 2nd one:



I'm aware some of they may not have enough contrast; im trying to ensure they have enough contrast to be seen, yet not be too dark to immediately distract the eye if that uh makes any sense? I'm thinking 3 has too much contrast from 2nd to 3rd colour, possibly the same with the fourth one. My personal preferences are 1,4 and 5, but i'm going to keep on editing them.
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GhostBomb
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« Reply #29369 on: April 12, 2015, 06:06:28 PM »

I making my main character, I want to get the base sprite just right before I make animations.

Any suggestions?  I want him to look derpy and unsure about being thrust into the role of the daring hero.

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ProgramGamer
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« Reply #29370 on: April 13, 2015, 06:20:17 AM »

Exaggerate everything! Make those eyes as googly as you can, and make the mouth shape as defined as possible. The rest should be good.
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neight-bit
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« Reply #29371 on: April 13, 2015, 10:24:29 AM »

Hey peeps,
First real post here.  Playing around with some pixels, trying to teach myself some basic animation:



8 frames.  Still have tons to learn but I can feel it starting to click.

Cheers!
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JobLeonard
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« Reply #29372 on: April 13, 2015, 10:31:20 AM »

The main critique I have is that the motion feels like separate static layers shifting over each other. I'm sure others here can describe it better and give better pointer for how to get rid of that.

Love the twitchy hand though!
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neight-bit
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« Reply #29373 on: April 13, 2015, 10:36:20 AM »

The main critique I have is that the motion feels like separate static layers shifting over each other. I'm sure others here can describe it better and give better pointer for how to get rid of that.

Love the twitchy hand though!

Definitely.  This is something I tried to improve in the process, but quickly felt like I was losing control of it.  The back / nape of the hood is an example of where I tried to add a bit of dynamic movement, but in the end it just looked forced.  I think with my next animation, overcoming the static layers will be my primary goal.
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Falarson
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« Reply #29374 on: April 13, 2015, 12:17:32 PM »



Pixel Overdrive!

Something I did for a local GameDev event! It features characters from paraguayan games, such as Super Chuck Shooter Apoopcalypse, Mini Chase, Fhacktions, and, of course, Comisión Garrote.
« Last Edit: April 13, 2015, 02:53:02 PM by Falarson » Logged

skaz
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« Reply #29375 on: April 14, 2015, 03:25:25 AM »


8 frames.  Still have tons to learn but I can feel it starting to click.


The main problem I see is that instead of drawing keyframes, and then drawing frames between them, you move complete blocks of pixels. Shoulder, ankle are good examples: it's unnatural, the leg should connect the foot at the same spot, and be oriented accordingly. Try to animate a skeleton first ! Then, when the animation is fluid and nice, add meet around it. Doesn't mean you have to draw everything anew for each frame, but moving parts should be animated, not dragged around. Hope it helps! I'll post an example from my last running  sprite if you want.
Aside from the animation, the sprite itself looks good.
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LOST FORTRESS site! 2d action adventure exploration in an abandoned Dwarf fortress, overrun by weird slug-like creatures.
eliasdaler
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« Reply #29376 on: April 14, 2015, 03:56:21 AM »

Made new GUI. What do you think?
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7Soul
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« Reply #29377 on: April 14, 2015, 12:26:15 PM »



Made new GUI. What do you think?

I'd make the item icons a bit brighter. That hammer specially is too blended in with the back color.
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Ingenoire
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« Reply #29378 on: April 14, 2015, 12:50:00 PM »



RPG Party Members, shadow effect applied in-game.
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ProgramGamer
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« Reply #29379 on: April 14, 2015, 01:57:10 PM »

That looks super cute! I'd like to see that RPG in action.
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