Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ryumaru

Pages: [1] 2 3 ... 148
Pixel Art / Re: What programs do you guys use?
« on: Yesterday at 04:45:45 pm »
Hello GatKaptain. We actually have a thread showing Pixel Art tools as well as other useful bits here:

You could also glean some information from the thread PsylentKnight posted I'm sure.

The most popular ones seem to be photoshop, paint, GraphicsGale, ProMotion. Tiled is a good program specifically for backgrounds and mock ups.

Please be sure to check out all the resources the forum has already provided before making a thread!

Pixel Art / Re: [R&C][WIP] Palette (for videogame)
« on: December 17, 2014, 03:32:28 am »
Any particular reason you want to limit yourself to these colors? With the exception of very high restriction consoles like the NES, the palette of an entire game is not usually quite as limited. Instead, each asset has certain restrictions ( most commonly, 16 colors for SNES, with one reserved for transparency in sprites) and the palettes of each can add up to many colors on screen at once.

I'm sure one could make a great looking game with this palette, but that has more to do with art direction, design, and perhaps a little bit of cleverness. Why don't you try doing a mockup for your game using only this palette and we can give you critique on it?

Animation / Re: Hyper Light Drifter Esque Animations
« on: December 16, 2014, 03:29:28 am »
Keep in mind, "Disney" stuff is fine, just not when you want action-y stuff; especially action-y stuff supposedly inspired by HLD.

Pixel Art / Re: Reclining nude [wip]
« on: December 13, 2014, 05:13:32 am »

Generally pretty good. but with the way the hips were turning, I think it would be good to show more of that change of direction. The navel is following a line that is out of sync with them. It's better to block out the whole pose first, of course. The knees are a bit large and unstudied ( more so the one on the left) and the arm is going out of its way to support the body, would be better as a straight line.

Animation / Re: Castle Fade: Animation
« on: December 09, 2014, 06:11:51 am »
So, it's been a while. My programmer has been having some practical things getting in the way of cool stuff like games, so I haven't been as motivated to work on this project recently. But it is not dead. I decided to revamp the main character animation. Heavily inspired by conceit's anim in here:

I liked the weight it had, as I've decided one of the character differences will be speed, with the female character being a bit faster than the dude.

I like it ok, but I'm so blind when it comes to animation so any critique is encouraged. Not sure about his hood. it's definitely underutilized.

Thanks for tuning in  :-*

Animation / Re: Castle Fade: Animation
« on: October 20, 2014, 09:57:01 am »
Conceit: Hopefully the update is +weight. It's all so simple when shown to me; but since animation is so not my realm, this kind of stuff doesn't come to my head at first. I'm thinking of this attack creating a shock wave that affects the brick tiles on the ground and have it actually be a game mechanic that stuns players if it hits them, so maybe that will help too!

yaomon: This was really helpful! Man, I gotta start watching him stream... I imagined the beginning of the animation cleaner in my head so I kept that as is, but the rest makes so much difference.

Animation / Re: Castle Fade: Animation
« on: October 19, 2014, 09:22:18 am »
Thanks everybody for the comments; lets see what I can do:

michelcote: Thanks! :D don't worry, it's a bit over my skill level too x]

Probo: Yeah I think I need to man up, my programmer has it tough as it is!!

Mathias: I'm so jealous of people who can animate.

32: There will be multiple animations of this boss, but you're right; the time it would take to do that would be about the same as me just doing it the old fashioned way.
As for the raven knight, thanks for the crits; I'll get to them on her second pass :]

PixelPiledriver: Can I pay you in ramen and art to be my mentor?
Yeah the chains are a bit flat, but so is the general plane of the form they're on- in my head at least. I think they'll come alive once I make them dance.
for now, here's the rough:

Animation / Re: Castle Fade: Animation
« on: October 14, 2014, 09:13:21 am »
Hey guys it's been a while. I brought that raven knight run animation to a finish, but I might do it again later in development as I learn more about animation. I was bad and got my layers and such all muddled up which made me lose the form a bit.

Now, I like to punish myself by undertaking things I'm definitely not capable of:

I would assume that the chains would stagger and delay in motion, with ripple like effects. Is there any better way to go about it other than to just, DO it? It would be great if they could be little separate objects laid on top of the form and given different timings- and me not have to do that manually >.<

Pixel Art / Re: Heavy Infantry
« on: October 01, 2014, 08:11:18 pm »

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.

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.

Pages: [1] 2 3 ... 148