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Messages - Ryumaru

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1
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.



2
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:


3
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 >.<

4
Pixel Art / Re: Heavy Infantry
« on: October 01, 2014, 08:11:18 pm »
 :y:
------



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.

5
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.

6
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:

7
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


8
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!

9
Pixel Art / Re: Tree :(
« on: September 07, 2014, 04:02:20 am »
You've got the basic idea. break it up more.


10
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

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