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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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sergiocornaga
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« Reply #20360 on: November 18, 2012, 02:46:40 AM »

Not super happy with the cliffs since they kinda buck the trend with the style.

If you ever feel like revisiting this, maybe you could try a zigzag pattern for the cliffs. Looks great, by the way.
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Geti
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« Reply #20361 on: November 18, 2012, 03:11:28 AM »

If you ever feel like revisiting this, maybe you could try a zigzag pattern for the cliffs. Looks great, by the way.
I very likely will be because we're planning on making it into a game at some point; I'll certainly give that some thought Coffee

Cheers Ashkin!

Last few hours, in engine shot.


More info in the today I created thread or something.

edit: link for lazies
« Last Edit: November 18, 2012, 03:23:46 AM by Geti » Logged

Eclipse
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« Reply #20362 on: November 18, 2012, 07:50:02 AM »





Pumbaa-Xenomorph is now 100% more animated:

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kamac
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« Reply #20363 on: November 18, 2012, 10:01:57 AM »

Quote from: Eclipse

I am no expert, but shouldn't his head be moving left-right aswell?

When he's moving, he's ought to slow down at some point, when he has to prepare for another jump.
Sorry if I am mistaken.
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Eclipse
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« Reply #20364 on: November 18, 2012, 11:12:44 AM »

Quote from: Eclipse

I am no expert, but shouldn't his head be moving left-right aswell?

When he's moving, he's ought to slow down at some point, when he has to prepare for another jump.
Sorry if I am mistaken.

his head could rotate up and down a bit, I tried to do so but it looked worse, keep in mind that he isn't jumping, he's running:

(sad video, but shows 4 legged feline style running quite well).
A friend of mine did the base for this animation, sketching the poses, and I then did the pixel art over it, so we tried to fix each other's work while working on this little sprite.
It's for a small flash game so we still have TONS of animations and different enemies to do and a very strict deadline  Facepalm

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keoni29
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« Reply #20365 on: November 18, 2012, 11:27:50 AM »


Some characters I did just a minute ago for someone's game. He doesn't really know what style he wants, so I just do a lot of different stuff. I placed some of them in a little rpg scene I came up with.

Edit: I also did these pine trees. Again I made a little mockup of them to put things in context.
« Last Edit: November 18, 2012, 11:38:26 AM by keoni29 » Logged
Code_Assassin
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« Reply #20366 on: November 18, 2012, 11:59:30 AM »

snip

Cool - excellent use of colors :D
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keoni29
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« Reply #20367 on: November 18, 2012, 12:23:33 PM »

Thank you. My palette is limited to 4 shades of gray. The hardware natively only supports b&w, but dithering makes these 4 shades possible Smiley (I'm talking about a TI84+)
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powly
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« Reply #20368 on: November 18, 2012, 12:41:47 PM »

That's an awesome piece of hardware to target. I like most of the sprites, too!
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Joshua
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« Reply #20369 on: November 18, 2012, 07:38:59 PM »


Some assets from the sports compo entry I'm helping with.

@Geti
Whoa, you are a machine!
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andy wolff
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« Reply #20370 on: November 18, 2012, 07:53:04 PM »

Joshua, I love those first two animations. The walking one especially has a nice spring in his step
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Geti
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« Reply #20371 on: November 18, 2012, 08:42:23 PM »

@Geti
Whoa, you are a machine!
cheers, you're not so bad yourself Wink I love the first one, the jumpsmash needs a bit more love (or an example of it in action)

Thank you. My palette is limited to 4 shades of gray. The hardware natively only supports b&w, but dithering makes these 4 shades possible Smiley (I'm talking about a TI84+)
Dithering at that size is gonna be grainy as anything, just a heads up Tongue Unless you're planning on going above the native res or something, at which point, neat Smiley Been ages since I've done calculator ASM, used to try to do it in maths class, TI81 afair.
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ink.inc
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« Reply #20372 on: November 18, 2012, 08:45:56 PM »



i feel like his head needs to rotate forward as he slams down
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Dr. Cooldude
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« Reply #20373 on: November 18, 2012, 08:52:14 PM »


Some assets from the sports compo entry I'm helping with.

@Geti
Whoa, you are a machine!
It looks lovely, but I think the last one needs more animation on the head (it need some sort of "force" illusion; oh god my english is horrible now...)
EDIT: ninja'd by sandoval :<
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JobLeonard
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« Reply #20374 on: November 19, 2012, 02:46:13 AM »

Thank you. My palette is limited to 4 shades of gray. The hardware natively only supports b&w, but dithering makes these 4 shades possible Smiley (I'm talking about a TI84+)
Dithering at that size is gonna be grainy as anything, just a heads up Tongue Unless you're planning on going above the native res or something, at which point, neat Smiley Been ages since I've done calculator ASM, used to try to do it in maths class, TI81 afair.
He probably means temporal dithering, AKA Frame Rate Control (do control+f on that term on that page).
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Geti
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« Reply #20375 on: November 19, 2012, 03:11:18 AM »

He probably means temporal dithering
Haha, I take it the screens still ghost a heap then.
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Joshua
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« Reply #20376 on: November 19, 2012, 07:02:44 AM »

Thanks for the kind words guys! I'll try rotating the head down a bit on the last frame, hopefully that will make it feel less stiff. The context for that animation is he will have a banderilla(little spear) in each hand, and will stick them into the back of a unicorn.  Shocked
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Storsorgen
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« Reply #20377 on: November 19, 2012, 01:51:10 PM »



Trying to work on some larger creatures.  I thought real hard about using more colors for shades, but the result looked less cartoony than I wanted and so I stuck with the fewer colors.
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Maud'Dib Atreides
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« Reply #20378 on: November 19, 2012, 03:56:49 PM »



Trying to work on some larger creatures.  I thought real hard about using more colors for shades, but the result looked less cartoony than I wanted and so I stuck with the fewer colors.

<3 pixel work
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« Reply #20379 on: November 19, 2012, 05:04:03 PM »

I agree Sandoval, I have yet to give it the AA treatment Smiley
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