Quarry
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« Reply #29160 on: February 20, 2015, 12:06:16 PM » |
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H'wat
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happymonster
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« Reply #29161 on: February 20, 2015, 01:16:33 PM » |
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I don't get it either
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Miguelito
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« Reply #29162 on: February 21, 2015, 05:27:04 AM » |
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Tried creating a run cycle in pixel art, but old-school animation style. Meaning no nudging or copypasting, only actual tweening by hand. It curiously works, even if it's an uneven number of frames (asymmetrical cycle, if you will). EDIT: Actually, here's a step-by-step.
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« Last Edit: February 21, 2015, 11:14:25 AM by Miguelito »
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(← new art twitter)
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rj
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« Reply #29163 on: February 21, 2015, 05:33:24 AM » |
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god that looks bizarre but i love it
more pixels should be done this way it usually comes out really interesting
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JobLeonard
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« Reply #29164 on: February 21, 2015, 10:16:13 AM » |
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I love the style from the Golden Age of Animation.
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Miguelito
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« Reply #29165 on: February 21, 2015, 11:18:47 AM » |
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Thank you! And funny you should say that, because her hair has the exact gimmick as Micky's ears - it stays glued to the silhouette no matter what, while honestly it should be flopping to her left and right like crazy. (I *swear* that was solely for artistic reasons, not because I just wanted some minimum-effort secondary bounce while being completely fed up with the thing )
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(← new art twitter)
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Landshark RAWR
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« Reply #29166 on: February 21, 2015, 07:05:48 PM » |
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new avatar, playing with shiny metals
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Rat Casket
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« Reply #29167 on: February 21, 2015, 08:03:03 PM » |
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miguelito why are you so the best?
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Saturator
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« Reply #29168 on: February 22, 2015, 05:31:44 AM » |
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Tried creating a run cycle in pixel art, but old-school animation style. Meaning no nudging or copypasting, only actual tweening by hand. It curiously works, even if it's an uneven number of frames (asymmetrical cycle, if you will). EDIT: Actually, here's a step-by-step. Thanks for posting the step-by-step! How long did this take to make?
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Miguelito
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« Reply #29169 on: February 22, 2015, 08:20:58 AM » |
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Well that's the thing, without the "draw once, then just copy and move around" approach the whole efficiency of pixel animation is lost. I did that loop drawing every once in a while, and am sure I spent 4-5 hours on it.
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mzn528
Level 2
Dark Souls, Berserk and Vagabond Ultimate Fanboy
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« Reply #29170 on: February 22, 2015, 11:03:23 AM » |
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Here's a WIP of my knight character in the game im doing. I am still new to this so feel free to point out where I suck.. Thanks guys! Here is him running: Attacking: Idling:
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Noob Game Dev and Pixel Artist, twitter @mzn528 Soul Appeaser, a combat focused story rich ARPG DevLog
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beetleking22
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« Reply #29171 on: February 22, 2015, 02:07:04 PM » |
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Randoma Blatform stuff..
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Moth
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« Reply #29172 on: February 22, 2015, 03:27:53 PM » |
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@beetleking22: love the textures, has a great weighty feel to it like the clouds and rocks are real. I love the block in the dirt messy proof of concept for a cylindrical map that allows rotation some random bits and bobs from various games
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SolarLune
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« Reply #29173 on: February 22, 2015, 03:31:20 PM » |
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Here's a WIP of my knight character in the game im doing. I am still new to this so feel free to point out where I suck.. Thanks guys!
Cool character. His head rotates too much when running. If you're going for a Megaman-like run, tone it down a bit, I think. Attacking's not bad, but he should lean in more for how big his sword is, I think. The shield should rotate to be visible to the camera (where we can see the front of the shield) when he bashes with it, I think. Otherwise it doesn't really look too much like a bash. At that resolution, idling could be more convincingly portrayed through actual movement; give more movement of individual parts to imply breathing and "living", rather than just bobbing up and down. @Moth - Really nice stuff all around. I also like that rotating map; did you pixel it by hand, or do a render to give yourself a base?
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Moth
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« Reply #29174 on: February 22, 2015, 05:26:20 PM » |
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@Moth - Really nice stuff all around. I also like that rotating map; did you pixel it by hand, or do a render to give yourself a base? thank you! what I did was I drew a circle and rotated it around a point, then combined all of the rotation frames into the same image to get 8 circles in perfectly spaced formation. I then gave that formation a smooth 45 degree rotation (all that was needed for an illusion of seamless rotation) then I scaled that vertically down to get the angle right, then scaled it down even more in a way that gave it some AA, then I copied the frames over into graphicsgale with a limited palette of 3 colors and got a rough base to work with. I tweaked the AA a bit and that's how I made what you see there! when I actually use it I'll fix it up even more, but for now I'm proud of it and the concept.
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eliasdaler
Guest
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« Reply #29176 on: February 23, 2015, 01:32:49 AM » |
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Heavy attack animation. I wonder how it looks and what can be improved. (Original resolution is 18x28, it was pretty hard to draw all those details!)
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Bobert
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« Reply #29177 on: February 23, 2015, 01:46:58 AM » |
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oh god i haven't posted on tig in forever here's a mega man thing i did this week this is actually a redraw of an image i drew in 2006 for some contest on the bob and george forums when i was a kid, so here's the original for reference
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eliasdaler
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« Reply #29178 on: February 23, 2015, 01:57:48 AM » |
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oh god i haven't posted on tig in forever here's a mega man thing i did this week
That's amazing. Great job!
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Torchkas
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« Reply #29179 on: February 23, 2015, 09:32:08 AM » |
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oh god i haven't posted on tig in forever here's a mega man thing i did this week this is actually a redraw of an image i drew in 2006 for some contest on the bob and george forums when i was a kid, so here's
A bit heavy on the dithering, and I think the yellow in the foreground is a bit too harsh. I really love your spritework though, it's really charming. The gradient in the background works really well too.
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