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March 28, 2024, 09:14:13 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7235918 times)
rinski
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Arranging pixels and words into various shapes.


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« Reply #31840 on: February 27, 2017, 04:43:41 PM »

Today I guess I drew a somber dog who owns a small town pizza establishment. His signature dish is "a pizza with a bone on it" and he sponsors a local adult dog extracurricular softball team.

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_glitch
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« Reply #31841 on: February 28, 2017, 01:54:57 PM »

some mini post-apoc stuff.

- snip -

I'd love to see this in a game! Coffee
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rinski
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Arranging pixels and words into various shapes.


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« Reply #31842 on: March 02, 2017, 08:05:45 PM »

some mini post-apoc stuff.



This is a very cute post-apocalypse. I like it!

Also, some content: an asset test for a walking estate and its interior.



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ANtY
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i accidentally did that on purpose


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« Reply #31843 on: March 03, 2017, 07:49:37 AM »







check out the devlog!  Gomez https://forums.tigsource.com/index.php?topic=60096.0
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Roel
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« Reply #31844 on: March 03, 2017, 11:19:56 AM »

Some stuff for a never-ending game project. Maybe I'll complete it some day...










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ponylab
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« Reply #31845 on: March 05, 2017, 07:57:00 AM »

Some stuff for a never-ending game project. Maybe I'll complete it some day...



Wow! Looks great! Please, complete it. It would be really interesting to try this game.
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Let Ponylab craft a unique art for your game Smiley
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Eigen
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Brobdingnagian ding dong


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« Reply #31846 on: March 07, 2017, 12:27:31 PM »

Just some female portrait practice.



<<<<< Male one for comparison
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maruki
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Making Aftertile


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« Reply #31847 on: March 11, 2017, 05:57:20 AM »

Sacred rock

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JobLeonard
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« Reply #31848 on: March 11, 2017, 11:11:21 AM »

I have the weird urge to play bongos on that rock, although I would probably regret that
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miguli
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« Reply #31849 on: March 16, 2017, 04:13:28 AM »

Sorry about the Twitter-borders.

Workflow:
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JobLeonard
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« Reply #31850 on: March 16, 2017, 04:28:42 AM »

Looks good!

Can you explain why it blinks during creation? I have no experience with animation.
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miguli
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« Reply #31851 on: March 16, 2017, 04:44:00 AM »

Blinks are where the 'stand' frame is supposed to be.
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yaomon17
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« Reply #31852 on: March 17, 2017, 09:06:24 AM »

Some stuff for a never-ending game project. Maybe I'll complete it some day...



Wow! Looks great! Please, complete it. It would be really interesting to try this game.
2nded

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miguli
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« Reply #31853 on: March 17, 2017, 11:38:02 AM »


Did couple more animations for the character.
Once again those pesky twitter borders.
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Roel
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« Reply #31854 on: March 17, 2017, 12:36:06 PM »

Some stuff for a never-ending game project. Maybe I'll complete it some day...
Wow! Looks great! Please, complete it. It would be really interesting to try this game.
2nded

Thanks guys. I probably will get back to it, but right now I'm having fun with another (non pixel art) project that is more manageable.

Also, nice work yaomon17!
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jmakegames
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Jordan @ j make


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« Reply #31855 on: March 18, 2017, 08:02:10 AM »

Thanks for the feedback on my last piece!

Here's some more tiny pixels.

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Jordan @ j make


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Ashedragon
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« Reply #31856 on: March 19, 2017, 02:00:56 PM »

Did couple more animations for the character.
Once again those pesky twitter borders.

Maybe it's just me, but your animations seem far too linear. They have no power, energy or life to them. Everything just happens at the same speed and it makes it all look very fake to my eyes. It's very nicely in-betweened, but maybe excessively keyframed?
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ANtY
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« Reply #31857 on: March 19, 2017, 11:41:07 PM »



and here's the devlog post with process behind them - https://forums.tigsource.com/index.php?topic=60096.msg1323257#msg1323257
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miguli
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« Reply #31858 on: March 20, 2017, 03:10:28 AM »

Maybe it's just me, but your animations seem far too linear. They have no power, energy or life to them. Everything just happens at the same speed and it makes it all look very fake to my eyes. It's very nicely in-betweened, but maybe excessively keyframed?
Thank you for the feedback, I have not really done many animations before.
I think everything is bit 'slow' because they have 100 milliseconds between each frame.
( Punch is 5 frames, uppercut 10 frames, run 8 frames )
If I would implement them in-game in different actions they'd have less milliseconds between frames and added 'umpff' to them using additional visual effects.

I don't know if I make any sense, english is hard.
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JobLeonard
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« Reply #31859 on: March 20, 2017, 03:41:23 AM »

I think the other feedback might be a bit too harsh, but the main point it's trying to get accross is that the animations lack acceleration (although I think the walking animation is pretty ok in this regard). The uppercut is the most visible.

If you want a punch to have "OOMPH", it should feel like it accelerates to the point of impact, and then slow down because of the momentum transfer. Look at the fist in the uppercut right now: it has no speed at it's highest point, it slows down like in a sine wave.
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