Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411708 Posts in 69402 Topics- by 58457 Members - Latest Member: FezzikTheGiant

May 20, 2024, 01:38:50 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsSpaceHero Command
Pages: 1 ... 34 35 [36] 37 38 ... 43
Print
Author Topic: SpaceHero Command  (Read 105564 times)
happymonster
Level 10
*****



View Profile WWW
« Reply #700 on: November 26, 2012, 02:57:07 PM »

Ok, I know this style doesn't fit with the rest yet. It needs smoothing out.. but anyway this is the new 8 frame fire animation..

Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #701 on: November 26, 2012, 03:25:30 PM »

nice fire anim, but you're right, its in a totally different style.
Logged

happymonster
Level 10
*****



View Profile WWW
« Reply #702 on: November 27, 2012, 09:31:29 AM »

Yeah, I'll probably go with something like this (animated though):

Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #703 on: November 27, 2012, 10:57:13 AM »

New 8 frame stylized fire animation. Smiley

Logged
rivon
Level 10
*****



View Profile
« Reply #704 on: November 27, 2012, 11:23:36 AM »

Looks like the guys' hair is on fire.
Logged
Paul Jeffries
Level 3
***



View Profile WWW
« Reply #705 on: November 27, 2012, 11:25:42 AM »

I sort of prefer the original fire, I think.  You just need to round off the indiviual pixels somehow so that it fits in with the other graphics.  (Though that said, it's a bit hard to tell from still images, I guess the real test is how it looks in motion).
Logged

www.vitruality.com | SPARTAN - Small Pixel Art Animator and procedural tile generator
happymonster
Level 10
*****



View Profile WWW
« Reply #706 on: November 27, 2012, 11:40:04 AM »

I can move the fire up a bit to make it more separated from tiles below.

The problem with the original one is it's too detailed, when I tried to simplify the shapes it didn't work very well.
Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #707 on: November 27, 2012, 12:59:33 PM »

Need some curlyness in the vector art version, as well as a few circles that start lower down and rise up and fade (may have to be a particle effect overlaid on the fire anim).  Hard to tell without seeing it in motion.

Another option could be to make it much shorter, like a quarter of its current height, so then its more symbolic than realistic, and lets you move a character around on top of it without it occluding etc.
Logged

Gregg Williams
Level 10
*****


Retromite code daemon


View Profile WWW
« Reply #708 on: November 27, 2012, 01:00:34 PM »

These fire previews cry out for animated gifs.
Logged

caffeine
Level 5
*****



View Profile
« Reply #709 on: November 27, 2012, 01:07:05 PM »

You should try to create a  more organic looking fire with those triangles.
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #710 on: November 27, 2012, 02:12:21 PM »

Any examples? I'm struggling to work out how to do it best..
Logged
DustyDrake
Level 10
*****



View Profile
« Reply #711 on: November 27, 2012, 02:28:39 PM »

Any examples? I'm struggling to work out how to do it best..
Probably make the triangle making up the fire at different heights.
Logged

eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #712 on: November 27, 2012, 02:42:23 PM »

googling fire vector art gives some decent examples of the general curly shape you probably need..




Logged

happymonster
Level 10
*****



View Profile WWW
« Reply #713 on: November 27, 2012, 03:22:11 PM »

Nice, thanks.. I'll see if I can improve it a bit. Smiley
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #714 on: November 28, 2012, 11:48:21 PM »

After thinking about it some more, I've realised that Eigenbom is right about the height issue. Ingame the fire shouldn't be so big as it should be walkable (albeit maybe damaging) as in X-Com.

I guess I had the type of Fire in Chaos fixed in my head, which is a full tile in size and impassable.

I'll have to try some smaller designs now!
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #715 on: November 29, 2012, 11:36:13 AM »

Logged
rivon
Level 10
*****



View Profile
« Reply #716 on: November 29, 2012, 12:43:47 PM »

The colors seem very bright compared to the rest. Also, have you tried making it assymetrical?
Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #717 on: November 29, 2012, 12:52:58 PM »

The shape is a big improvement! I definitely fits in with the rest of the style now. The saturation and value seem a lot higher that the surrounding colours, as riv said.
Logged

happymonster
Level 10
*****



View Profile WWW
« Reply #718 on: November 29, 2012, 12:56:10 PM »

Better?

Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #719 on: November 29, 2012, 01:55:43 PM »

it looks good dude, i'd be happy with that
Logged

Pages: 1 ... 34 35 [36] 37 38 ... 43
Print
Jump to:  

Theme orange-lt created by panic