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Messages - Ryumaru

Pages: [1] 2 3 ... 157
1
Pixel Art / Re: Hi-res tree
« on: July 21, 2015, 02:55:40 am »
Hey man, this looks awesome  :y:

I always try to avoid patterns in low frequency detail ( the bigger stuff) because once you see it, you can never un-see it. Currently I cannot un-see the "C" ( :hehe:)





Of course, now there's a little bit of an "S" but you get the idea.

2
Satin is king. In terms of presentation, I would just try and have it printed as large as possible so the pixels are very present; otherwise it just looks like a weird image. Perhaps even a subtle filter that plays up the pixels might be nice, like a grid that makes it apparent that the background is also aligned.

Not much you can do to make it more than a print. I mean if it's only two pieces you could hand paint it :p A nice real signature is cool. You could try a custom mat job ( if framed) with something similar to a dither motif in the corners.

3
Animation / LD32 entry gone wild: ' In Your Arms' animation
« on: July 09, 2015, 06:02:16 am »
Yo!

I nabbed myself a programmer for the latest Ludumdare ( 32) with the theme of " Unconventional Weapon".  You can view our entry here:

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50820

So much to say about the development journey; of course this version is just about the minimum viable product ( even less really) but we thought it had potential, as did some of the very kind users who played and rated it! Thus we've decided to pursue a full release for it ( I know, I know, I'll finish something this time; really!)

Below are some of the rough and dirty animations I created for it. I find the character quite charming, and don't feel the need to change much more about her, but I would greatly appreciate critique and suggestions on how to tear these animations apart and remake them much better. I will also post new animations as I create them.

idle:


run:


attack:



Here's a work in progress idle for a boss to be included in a gameplay demo we are working to release:


Thanks for viewing  :crazy:

4
Pixel Art / Re: [C&C] [WIP] RPG Tiles
« on: July 03, 2015, 08:24:59 pm »
Hey bloody, we don't allow double posting here without considerable content update. If you have a smaller update or a new question, you can edit your latest post and it will say " new" next to your topic without bumping it. Don't steal all the attention from everybody else!

Great critique in here, and great improvement from you so far.

There is definitely more you can do to get the same 'character' as in the concept piece. Here are some examples from sword of mana ( sorry for the blurry images) that show the more organic approach to architecture. Just because your assets are composed of tiles, doesn't mean they have to look that way.




5
Job offers / MOVED: PIXEL ARTIST LOOKING FOR CONTRACT WORK!
« on: June 29, 2015, 07:42:48 pm »

6
Hey there,

The first thing I noticed before even worrying about the technique of the mud walls is how close in value everything was. if you were to squint your eyes, you wouldn't be able to know what was going on in the image.

Here are some variations you could think about. one of them changes the value and hue of the mud ( might not be good for mud, better for rocks) and the other lightens the grass. The final lightens the grass and darkens the mud slightly, keeping all hue intact



good luck on your project  ;D

7
Hey Alex, I saw the v1.0.19 update video, awesome stuff. Love what you did with the background  :D Not only does it look better, but it makes you feel like you're already in a world, and all you need to do is create stuff to fill it up!

Does the registration purpose include future updates?

8
Pixel Art / Re: new 16px knight hero dude
« on: June 09, 2015, 01:35:06 am »
What were your reasons for wanting to make a new sprite? I too prefer the original, but the new one would be cool as an armor upgrade or something. Both of course are nice sprites, and the animation is super cute.

9
Pixel Art / Re: 32px orc
« on: June 07, 2015, 06:09:06 pm »
I agree. I was wondering what wolfenoctis was doing with the speculation highlights and smoother forms, made the pecs almost pillowy. However, the more filled out mass of the abdominals of course makes more sense.

10
Pixel Art / Re: 32px orc
« on: June 06, 2015, 08:41:01 am »
Awesome sprite. Actually has the slightest hint of St0ven to it.

I get what hapiel is saying, and tried to address it in my edit, with mixed results. The idea is as it goes down and back in space, it should get darker, and the forearm, coming forward out should catch the light. This goes for both forearms actually.

I also made a diagram with way more information than is necessary for the sprite. The forearm is like a squashed cylinder tiled on an axis to fit the rotation of the bones inside ( radius and ulna), and then out from that, the wrist squares off, interlocking at a similar, but not necessarily same, angle. Bridgeman is great at illustrating this.




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