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Messages - Ryumaru

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1
Pixel Art / Re: Heavy Infantry
« on: Yesterday at 08:11:18 pm »
 :y:
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For the back foot, raise the heel up like you did in the figure sketch, you could do a bit more to show the top plane of the foot instead of the front plane.Also the scale of the back leg might be a little off; it's not far enough back in space to be that much smaller than the front.

2
Pixel Art / Re: Wom-an-atomy & Hair help?
« on: September 22, 2014, 07:35:29 am »
Shoulders were still way too broad. You can break anatomy for aesthetics as much as you want, as long as it looks good. Females typically have more width in their hips than in their shoulders.



In this pose, her right arm is supporting most of the weight, so it makes no sense for the blade to be on the opposite side. The left arm is just there for show. Drawing a line down from the pit of the neck will give you a guide for the center of gravity for the character, and the legs should balance that.

3
Animation / Re: Castle Fade: Animation
« on: September 21, 2014, 02:38:05 pm »
Oh, I probably wasn't clear on this, but the raven knight actually IS a boss, and Hopefully a rather formidable one at that! I'm taking a lot of inspiration from Artorias for this boss fight and the character's build. I definitely wouldn't have a minor enemy with this sort of power  :blind:

4
Animation / Re: Castle Fade: Animation
« on: September 20, 2014, 04:22:58 pm »
working on a new run from scratch, much happier with this one; which should be the case seeing as how I basically just copied the movement from frostpumpkin's thread. :x
Could still probably use a bit more oomph


5
Commercial Critique / Re: Commercial Critique Challenge - Pokemon Red/Blue
« on: September 20, 2014, 07:04:35 am »
Definitely awesome! Although looking at it now, it does feel a bit cramped for some reason. What would it look like without the 8 pixel black border around the menu? That's 16 pixels that could go to more background and space for the battles!

6
Pixel Art / Re: Tree :(
« on: September 07, 2014, 04:02:20 am »
You've got the basic idea. break it up more.


7
General & Creativity / Re: Modern day pixel art?
« on: September 02, 2014, 12:23:29 am »
 I'm not a fan. The quality of the animation is perplexing usually, too. Horrible pixel art with great animation. But hey, it works. ( for some)

It is kind of funny that pixel art is linked with an inherent nod to games past, yet this style never existed until well past the 2000's

8
Animation / Re: Castle Fade: Animation
« on: August 29, 2014, 12:12:07 am »
Probo: Much improved, thank you! The recoil adds some weight and character that I've been looking for!

Hamenopi: Thanks! I didn't really have a Tengu in when creating this, but I guess it sort of fits the bill! Raven's have a relationship to the evil queen in this game and so that's where the form of this character stems from.

llll: I might push the run anim even more; I want it to look super badass  :hehe:
Look closely. There are frames after each main strike with subtle movements.


9
Animation / Re: Castle Fade: Animation
« on: August 28, 2014, 03:48:52 am »
Thanks :D

I like your edits with the attack. I tried the double spin, but for some reason yours look better. Maybe I need to make some unique frames for them to feel more "official".

I increased the lean and made the sword more static. It definitely looks better but I don't know if it's exactly what I want.




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Starting to kind of get the hang of this whole animating thing. Maybe.



10
Animation / Re: Castle Fade: Animation
« on: August 26, 2014, 10:18:34 pm »
Thanks! I'll see what I can do with the rope climbing animation. At this size and this color count I sometimes forget what pixels are indicating what! That one actually uses 6 frames I think, more than enough to do stuff.

Here's an animation with a bit more going on. I'm fairly pleased with it as a first attempt, but I would love to push it more. It was supposed to feel like Artorias's spin attack if you know the reference.





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I learned a lot with this run, but he feels too dorky :[ Also, any tips on keeping the sword more consistent, less wobbly?


 

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