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879766 Posts in 33005 Topics- by 24378 Members - Latest Member: ProjectAce

May 24, 2013, 09:51:51 PM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2212204 times)
Medevenx
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« Reply #18060 on: May 14, 2012, 01:15:04 AM »



Working on tiles! Dropped the "industrial" theme for now. Now I'm going for underground.. Which is better?
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Franklins Ghost
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« Reply #18061 on: May 14, 2012, 01:22:07 AM »

I prefer the right.
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Pietepiet
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« Reply #18062 on: May 14, 2012, 01:23:42 AM »

John Sandoval@ Mm, I was trying to create tension before the character falls, but I don't really know how you would accomplish something like that. If anyone could steer me in the right direction to some helpful animation-related things, that would be most appreciated!

Don't just copy the same frame over and move it down one pixel. Always keep changing stuff. What you have now is not bad, but when she falls down on frame 2 and 7 barely anything changes, which makes her look very stiff.

Slow down the movement of the limbs when she falls by making a subtle movement. This will still keep the nice tension before she starts moving again, but makes her look less stiff.
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Echko
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« Reply #18063 on: May 14, 2012, 01:25:00 AM »


I unno anymore

Pixelicious! Gentleman
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Strife
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« Reply #18064 on: May 14, 2012, 01:53:42 AM »



Working on tiles! Dropped the "industrial" theme for now. Now I'm going for underground.. Which is better?

I also prefer the right. It matches the player character better. ^_^


Been working on a boss:



Does it look more like a statue than a robot? The light blue region is the screen size, btw.

If I can get it to behave like I want it to, then it's going to take more work to program than the entire level that comes before it. xD;
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Medevenx
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« Reply #18065 on: May 14, 2012, 01:59:35 AM »

Thanks for the opinions!

@Strife - The boss honestly looks more like a statue. Also, the light source is very confusing as the balls seem to have reflect light coming from the upper left corner however his right foot does not reflect that as the feet are mirrored. Are the limbs (balls) supposed to be animated separately? The blades and head look very well shaded and polished btw compared to the rest of the body.
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Strife
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« Reply #18066 on: May 14, 2012, 02:19:00 AM »

Thanks for the opinions!

@Strife - The boss honestly looks more like a statue. Also, the light source is very confusing as the balls seem to have reflect light coming from the upper left corner however his right foot does not reflect that as the feet are mirrored. Are the limbs (balls) supposed to be animated separately? The blades and head look very well shaded and polished btw compared to the rest of the body.

Okay, cool! Statue was what I was aiming for.

The limbs are indeed animated separately. I'll be moving them around during the game with trigonometry (similar to the multi-segmented bosses in Gunstar Heroes). It can be a complex and confusing process, especially if you're not careful, but the payoff is worth it. At some point in the future, I'd really like to make a video tutorial on how to pull off a good multi-segmented boss. ^_^

Also, that makes sense about the light source; I'll try and touch up the segments that are mirrored. The blades and head are the only pieces of the boss that are in the foreground, so I tried to emphasize that by giving them more of a shine.
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Medevenx
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« Reply #18067 on: May 14, 2012, 02:53:46 AM »

@Strife - Sounds awesome but should't the the parts of the boss' body that is not in the foreground have a darker palette or something? You know, to establish grounds.



REALLY quick, just wanted to know what everyone thought of the idea. Which is better this one or the flat one?

IMO the rocky one lost its charm and is too Metroid Zero Mission-y what do you think?
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Strife
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« Reply #18068 on: May 14, 2012, 05:01:24 AM »

I like the organic feel of the left one, since it matches the organic style of the character and generally feels less empty. It's hard to say, though, without knowing what the background will look like. If there's a lot of background scenery, then you could get away with using the flat one just fine.


Also, point taken about the shading. I'll just throw the level background in there for comparison:



Light source is still an issue, yes. xD;
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Medevenx
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« Reply #18069 on: May 14, 2012, 05:04:11 AM »

Since it's symmetrical, it would make sense to make the light source in the middle. Just make the shine on the balls in the middle and it'll be fine. What I'm worried about is the palette, as the background sprites for the statue are not dark enough to be read as part of the background. Maybe it's also based on the shading.


First enemy!
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« Reply #18070 on: May 14, 2012, 05:39:22 AM »

Since it's symmetrical, it would make sense to make the light source in the middle.
uh??
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Nonsuch Games
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« Reply #18071 on: May 14, 2012, 05:47:04 AM »


First enemy!

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« Last Edit: May 14, 2012, 07:56:52 AM by Nonsuch Games » Logged

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« Reply #18072 on: May 14, 2012, 07:24:05 AM »

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« Reply #18073 on: May 14, 2012, 08:32:38 AM »



Dat ass.  Hand Thumbs Up Right
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The One The Only The_Ulf
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« Reply #18074 on: May 14, 2012, 08:36:00 AM »

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