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1411317 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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161  Community / DevLogs / Re: Project Rain World on: October 15, 2014, 02:25:16 AM
hello I am back again just to be completely useless and say that this is probably the shining star of the tigsource devlogs forum. I love love love love this game

even if it's released and I play it and I don't find it fun, I'll still love this game simply because of how it moves and acts and reacts. It's a thing of beauty.
162  Community / DevLogs / Re: Guinea Pig Parkour on: October 15, 2014, 02:10:50 AM
Wow, these animations have great friction. It's amazing. Good snap in those movements.
163  Developer / Art / Re: show us some of your pixel work on: October 07, 2014, 02:18:21 AM
I'll be honest and say I like the style more than the usage of pixels

I think a high-res version where there's still an emphasis on 90 degree angles would keep the appeal of the current graphics without having the pixel drawbacks (super jaggy edges on everything that's not 45 degrees)

but I still like it!
164  Developer / Art / Re: Doodles Thread on: September 30, 2014, 05:29:22 AM
doodles, especially good doodles exist in an exciting middle ground between nondescript noise and artistic vision. I think it stimulates the brain to simultaneously see rough materials on paper, pixels lit/unlit and also images that describe something else.

It's an illusion. I think sometimes that polish is not to create intense feelings in the viewer, but rather pacify the reaction of the viewer. There are merits to both approaches.

I think my favorite art is the kind that shows its identity as illusion (cel shading, pencil lines, brush strokes) and yet also convince my brain that they are reality.

The best studio ghibli backgrounds (blessed be Oga Kazuo) are 100% apparently paintings and 100% convincing realities at the same time.

I want to achieve the same with whatever projects I make in the future.
165  Developer / Art / Re: show us some of your pixel work on: September 30, 2014, 12:50:12 AM


Oh for fucks sake dude. More animation, more pixels. Stat. I need it, you need it. It's a deal, get on it.

edit: ah, but, with that sword slash stuff, maybe not use single pixel noisy parts. It looks noisy ' __ ' I believe in keeping sparks and slash trails separate, otherwise they just look like they're not cleaned up after initial sketching

I have a big beef with hyper light drifter's graphics because of this

I think it's a thing that only I care about
166  Developer / Art / Re: Art on: September 30, 2014, 12:47:33 AM


character art test. developing a style for a game has its own challenges, but the piece itself was fun to work on. :>

that's one sexy man
167  Community / DevLogs / Re: Zombie Night Terror on: September 26, 2014, 03:12:59 AM
I couldn't resist.

I also added initial spurts of even faster blood. I imagine he's got a crazy gas build up which would imply that the initial outbursts would be very high velocity
168  Developer / Art / Re: Art on: September 25, 2014, 07:54:34 AM
Quote from: me
Also to draw really good anime eyes, just draw a shiny crystal egg and fill it with space and nebulas

169  Community / DevLogs / Re: Zombie Night Terror on: September 25, 2014, 02:45:45 AM

I WANT AN EXTRA FRAME BEFORE THE EXPLODING WHERE ALL THE BULGES INCREASE BEYOND THE POINT OF STRUCTURAL INTEGRITY
170  Developer / Art / Re: Art on: September 25, 2014, 02:08:20 AM


i got you guys covered

IN ALL SERIOUSNESS THOUGH, if you want to be able to draw in one single style, then practice that style until you nail it.

If you wanna be a bit more flexible or use fun angles when drawing, then anime is basically just geometric forms that are sometimes offset for reasons (silly tradition or in the case of 3/4 angles having more face than in reality, faces being an important part of the medium)

Also to draw really good anime eyes, just draw a shiny crystal egg and fill it with space and nebulas

edit: what I'm trying to say is that the first step I'm outlining here is to draw a slightly moomin-cheeked clay shape. when you extrapolate anime, it's all simple shapes like that with decoration on top. If you're having trouble drawing a believable ball with shading or a cube that makes sense geometrically, start there. Human brains are already wired to be good with faces, so try to draw geometry objectively well, and then apply the human face magic on that and it'll be all good
171  Developer / Art / Re: The animation thread on: September 23, 2014, 02:26:24 AM
yeah, it moves upwards. it's actually an animated particle for a particle system that looks really cool. I gotta figure out a way to capture the particle animation.
172  Developer / Art / Re: Doodles Thread on: September 22, 2014, 08:03:19 AM


haha it's suzygrump
173  Developer / Art / Re: show us some of your pixel work on: September 18, 2014, 11:53:23 PM
uhhh ... he breathes in as he bounces down? somehow it would make more sense for the troll to breathe in when he goes up since he straightens out his back and makes more space for air in the lungs...... right?
174  Developer / Art / Re: show us some of your pixel work on: September 16, 2014, 01:01:45 AM
geti, why are you defending this "show gameplay element through character design" in absurdum? the tone is gradually souring. (it's not like mario looks like he jumps on things, but hey, play the game and you'll find out)

it's especially annoying because you're both a constructive AND productive person, and a nice person too.

I can get that you're in super-defensive mode right now because catguy said a bunch of mega-blunt stuff to you that last page, but can we just agree at this stage to

1. keep defending our ideas only if we have more interesting info to add (convincing people that you're right is meaningless)

otherwise 2.

175  Developer / Art / Re: Art on: September 12, 2014, 06:33:33 AM
I agree entirely about the line art-less look being pretty cool. The only reason I ain't going for that, is because making sloppy lineart and coloring inside is REAL FAST for me, while making defined flat color paintings is REAL SLOW. But I'll probably sit down and make another version of this character with no outlines O:

another:

[url]

This one also clickable! There's no "tweak" to this, the lineart is just hidden, resulting in invisible head. which look pretty cool too!
176  Developer / Art / Re: Art on: September 11, 2014, 07:31:57 AM


This is his friend I guess



I swear she's not kim pine. look no freckles no frown. see. it's not kim pine. see.

extra mode: click it to see how it looked when I was done and took away the lineart layer. (it looks pretty bonkers)
177  Developer / Art / Re: GIFs of games being worked on on: September 11, 2014, 05:47:43 AM




HOT HOT HOT HOT

kaleidoscopic
geometric
 Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left
178  Developer / Art / Re: Art on: September 09, 2014, 01:06:29 PM
photos color

did a little color experiment with some photos i took around my college's neighborhood. i may do more of these, not sure though.

they are gorgeous
179  Community / DevLogs / Re: Through Time - A Fast Paced 3D Adventure Jumper on: September 09, 2014, 06:12:21 AM
This is nostalgic as FUCK. Simple shaded 3D egyptian temple interiors ftw
180  Community / DevLogs / Re: moonman on: September 09, 2014, 06:11:43 AM
gotta say im a little tired of people being pedantic about pixel art rules, especially when the results actually look really good.

That's cool. I think people should stop using so much pixel art if they don't give a shit about the pixels being pixels.

Isn't it fun how we both have opinions about a thing.

Anyways, I don't mind with moonman. Moonman is alright. <3
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