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877627 Posts in 32872 Topics- by 24313 Members - Latest Member: CWolf

May 20, 2013, 03:46:58 AM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2199082 times)
Jared C
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hostess with the mostess

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« Reply #4545 on: May 21, 2009, 10:40:41 AM »

Knite, that thing is adorable.  Kiss  I love the shading, too.
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godsavant
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« Reply #4546 on: May 21, 2009, 11:40:23 AM »

So many great works, *steals all of them*  Cave Story
I've been working on this slowly and I think it's finally done...



Mmmm!! Kiss Is this a screenshot, or just a mockup?
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narasu
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wehed milie hier, wehed milie daar


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« Reply #4547 on: May 21, 2009, 11:49:56 AM »

Judging by the resolution of the screens, mockup.
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Ronin Narasu - Musician, philosopher, petty thief

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Shawny
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<3

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« Reply #4548 on: May 21, 2009, 01:39:32 PM »



There's probably a million things wrong so far but I forgot I had to do an essay on Caracalla.  Sad


Leg only movement for kicks.
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Nessiah
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« Reply #4549 on: May 21, 2009, 04:18:32 PM »

@godsavant, mockup T_T
I think I'll study how to program to make DS games tho...I Think if I can  Beg

@Knite that thing is...is...so adorable
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KniteBlargh
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Blargh...


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« Reply #4550 on: May 21, 2009, 05:51:32 PM »

Masna and Nessiah~ Thanks so much!

Shawny~ That's adorably perky. Smiley I love it.

Here's a simple walking animation for the above mentioned character:



Tried to keep his walk sort of chubby looking while at the same time making it look as though he's not having much difficulty, almost like he's used to dealing with his chubbiness I guess.
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Overkill
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Andrew G. Crowell

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« Reply #4551 on: May 21, 2009, 06:03:31 PM »

I decided to sit down and do some spriting again.

I updated my hero sprite.


Started on a rough 8-frame walk for him which will eventually be refined.
« Last Edit: May 21, 2009, 08:08:44 PM by Overkill » Logged

ChevyRay
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« Reply #4552 on: May 22, 2009, 04:40:57 AM »

Decided to do some pixels today, mostly so I don't get rusty.

     

A bit of sub-pixel stuff goin' on there with the running animation, but I could've done better. Also, lack of pupils is just weird, but meh. Smiley I didn't realize it while making it, but I'm sure this was inspired by Knite's stuff somehow. It's just... his style.

5 Colors in the run, 9 in the portrait.
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AMAZON
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« Reply #4553 on: May 22, 2009, 04:49:56 AM »

<3 the colours on that
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ChevyRay
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« Reply #4554 on: May 22, 2009, 05:00:00 AM »

Thanks Grin I picked them carefully.

@Overkill: With that walk cycle, one step is much larger/faster than the other, for both the legs and the arms. When the closer arm goes back, it *jerks* back too quickly, and the closer leg does it in the same 2 frames (except going forward). They need to be evened out, so that each arm coming forward and each leg coming forward takes the same amount of frames. I think you're off balance by a frame or something like that.

The sprite is cool, though; the purple you used to shade his hair is very nice. My only real issues with it are that the colors are a bit dull, and his right leg seems a bit gimped? I think his knee is supposed to be bending a bit or something, but it just looks like his leg is kind of broken a bit below the knee.
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AMAZON
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« Reply #4555 on: May 22, 2009, 05:08:55 AM »

One thing I don't like is that his arms are like concrete fixated in one position like that. The animation would have a lot more life if he was flailing them around, or at the very least bending them.
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KniteBlargh
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« Reply #4556 on: May 22, 2009, 05:10:12 AM »

Chevy~ That sprite's adorable, and the colours are perfect. I actually like how the portrait shows pupils but the walking cycle doesn't; it reminds me of when there sometimes wasn't enough room to put small details into smaller sprites. Like, you could have made it maybe look more normal by making his eyes smaller in the walking cycle, but obviously by doing that, you would have taken away a great main feature of the character, so by keeping the mass of the eyes, you still managed to keep its charm.
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ChevyRay
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« Reply #4557 on: May 22, 2009, 05:33:01 AM »

One thing I don't like is that his arms are like concrete fixated in one position like that. The animation would have a lot more life if he was flailing them around, or at the very least bending them.
The whole character is pretty stiff, in that manner. His ears could use some work as well, because they'd really stand out if I made the arms more fluidly animated.

Quote
Chevy~ That sprite's adorable, and the colours are perfect. I actually like how the portrait shows pupils but the walking cycle doesn't; it reminds me of when there sometimes wasn't enough room to put small details into smaller sprites. Like, you could have made it maybe look more normal by making his eyes smaller in the walking cycle, but obviously by doing that, you would have taken away a great main feature of the character, so by keeping the mass of the eyes, you still managed to keep its charm.
That's pretty much why I kept it that way. The only way I could get pupils in there working, he still was sort of looking down, and I preferred it just without.

He was actually originally a robot Shrug believe it or not. But when I animated him, it sort of de-robotized him; so when I did the portrait, I just went all-out bunny.
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Overkill
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« Reply #4558 on: May 22, 2009, 08:05:32 AM »

@Overkill: With that walk cycle, one step is much larger/faster than the other, for both the legs and the arms. When the closer arm goes back, it *jerks* back too quickly, and the closer leg does it in the same 2 frames (except going forward). They need to be evened out, so that each arm coming forward and each leg coming forward takes the same amount of frames. I think you're off balance by a frame or something like that.

The sprite is cool, though; the purple you used to shade his hair is very nice. My only real issues with it are that the colors are a bit dull, and his right leg seems a bit gimped? I think his knee is supposed to be bending a bit or something, but it just looks like his leg is kind of broken a bit below the knee.

Thanks! I'll try and look into this tonight. This was my first sidescrolling walk that I actually didn't just fudge (I used to just make RPGs; usually I'd doodle a really bad 3-frame walk cycle for sideviews). So it's taking some getting used to. A few people have pointed out the pacing problem, hopefully I can figure this out soon.
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JasonPickering
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« Reply #4559 on: May 22, 2009, 08:49:15 AM »

@Overkill

looks good, there are some big jumps on the feet. this might help



these come from a book called animators survival guide. if you are into animation i suggest gettign it.

i think you need some more forward motion on the bright right arm and a little more back on the dark red.
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