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1412012 Posts in 69461 Topics- by 58492 Members - Latest Member: Gods Of Fire

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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Support Characters
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Author Topic: Indie Brawl: Support Characters  (Read 123120 times)
thewojnartist
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« Reply #240 on: June 15, 2010, 06:05:54 PM »

@Goodbye I like the sprite, but I have a question: why do you always use such faded and sour colors in your pixel art? I feel like I'm staring into my old IBM.
Um...well...I suck at picking colors...but if you could lead me to a tutorial for better color picking I'd be glad to use it.
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godsavant
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« Reply #241 on: June 15, 2010, 06:07:40 PM »

Oh. Well, at least you're honest.  Cheesy

But for some good advice, I can point you to the exact same techniques our mutual friend Xerus taught me during my early days at TIGS:



Hope it helps!
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Veo
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« Reply #242 on: June 15, 2010, 06:40:13 PM »

Ok, now I'm starting to feel like a turd, but, I edited another one of your things D:

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thewojnartist
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« Reply #243 on: June 15, 2010, 06:45:19 PM »

Ok, now I'm starting to feel like a turd, but, I edited another one of your things D:


Face and hand look good, but the arm looks crooked and weird and the raygun seems exaggerated too far from the source.

P.S. Don't worry about editing/completely redrawing something I drew as long as you are doing it for the sake of IB. We want this game to be not only fun but visually stunning.
« Last Edit: June 15, 2010, 06:52:18 PM by Goodbye » Logged
Veo
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« Reply #244 on: June 15, 2010, 07:08:10 PM »

Ok, How about this?


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thewojnartist
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« Reply #245 on: June 15, 2010, 07:08:55 PM »

Ok, How about this?



Beer! Hand Thumbs Up Right
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-Frikman-
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« Reply #246 on: June 16, 2010, 05:04:33 PM »

he looks well but he suffers the same problem almost all support characters do: he's not animated. currently just Cabbadath, Sexy Hiker, The Rope Burner and Noitu Love are fully animated. instead of just doing the preview image we shall be animating the characters   Hand Any Key
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thewojnartist
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« Reply #247 on: June 16, 2010, 05:12:35 PM »

Sorry about that, but I'm horrible at animation. I just did what I could.
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-Frikman-
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« Reply #248 on: June 16, 2010, 05:24:45 PM »

i understand you. i suck animating and drawing stuff too  Tears of Joy . the only good thing i did was recolour the GK stick to blue....but... it took me 3 hours! (don't ask me how. it just happened ¬¬)
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JMickle
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« Reply #249 on: June 17, 2010, 09:14:46 AM »

To be fair it's still work getting done. At least now other people can animate them if they so wish. keep doing what you do best, goodbye Smiley
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-Frikman-
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« Reply #250 on: June 17, 2010, 10:22:37 AM »


i felt guilty for what i said to Goodbye so i did what i could with Karoshi. it's based on how he walks on the original game so please sorry if it's too basic.

keep doing what you do best , goodbye Smiley
that's hilarious in more than one sense  Durr...?
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thewojnartist
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« Reply #251 on: June 17, 2010, 11:16:26 AM »

I tried doing a simple animation with Ogmo (based on the animations from Jumper 1 and 2):


(Yep, this is as good as my animation gets)
« Last Edit: June 17, 2010, 11:36:37 AM by Goodbye » Logged
-Frikman-
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« Reply #252 on: June 17, 2010, 04:19:37 PM »

that doesn't look so bad but, emm, i don't like to ask this. wasn't Ogmo supposed just to jump arround (maybe hiting enemies) and then left an arrow?
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Veo
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« Reply #253 on: June 17, 2010, 04:21:18 PM »

I mean, this is totally not what you wanted but...

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thewojnartist
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« Reply #254 on: June 17, 2010, 04:33:10 PM »

I mean, this is totally not what you wanted but...


I like it. The old idea of him shooting upwards was kind of stupid. What are the chances that someone is going to be straight above him?
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Soulliard
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« Reply #255 on: June 17, 2010, 05:09:30 PM »

The idea behind characters of this sort is to control the battleffield by blocking off certain parts of the stage. The attack may be avoidable, but other players will be restricted by trying to avoid it.

The reason AH did not shoot forward is because there are already at least 2 other support characters that do the same thing. Shooting upwards makes him unique, and gives him a useful niche.
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-Frikman-
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« Reply #256 on: June 17, 2010, 06:31:37 PM »

Soulli's got a point
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thewojnartist
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« Reply #257 on: June 17, 2010, 06:48:14 PM »

The idea behind characters of this sort is to control the battleffield by blocking off certain parts of the stage. The attack may be avoidable, but other players will be restricted by trying to avoid it.

The reason AH did not shoot forward is because there are already at least 2 other support characters that do the same thing. Shooting upwards makes him unique, and gives him a useful niche.
Well, Gunlimb also creates a vertically shot obstacle. Then again, we can make alien hominid walk and shoot vertically.
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Soulliard
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« Reply #258 on: June 17, 2010, 07:02:42 PM »

We could. Even without that, it's still a different type of obstacle, since it has upward knockback, no height limit and doesn't fan out.
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thewojnartist
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« Reply #259 on: June 18, 2010, 07:34:35 AM »


I'm still want to finish it, but I'm just so glad that I finally got some good linework done (He is extremely hard to draw) that I just had to share him.

Edit:

I'll add an arm (as I remember, he only has one) later.
« Last Edit: June 18, 2010, 08:23:16 AM by Goodbye » Logged
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