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Messages - tonedeafmessiah

#1
Thanks InCreator - that was really useful. It's a shame, though understandable, you don't have enough time for an edit but I think I kinda get what you're on about.

"Depending on your room, front/back walkcycles either are or are not very important. I try to draw my rooms so there's as little of vertical floor area as possible, with so weak f/b walkcycles you might consider this."

This is a good point, but due to the fact that this is not only my protagonist sprite, but the whole point of me making this game is to improve my animation/pixel art skills, and so I really want to make sure I have the strongest walk cycles possible. In addition, once I have one set of working walk cycles, I have a working template for all my other sprites.


"Shading on hands turned out quite well - now add a mid-moment, where dark shade isn't either in upper or lower part of the hand, and that's also what you have to do with feet."

There is actually a frame where the arms are uniformly the non-shaded green colour on both front and back walk cycles, but maybe there should be a more gradual shift into it? it's on screen for such a short space of time it just looks like a flicker...


Thanks again.

Also I'd just like to state that edits are welcome, should anyone decide they want to/have enough time to have a crack at it.
#2
Critics' Lounge / Re: The littlest walkcycle
Wed 02/07/2008 22:19:14
Although the original side walk cycle looks really nice, it seems to me that it would only be valuable in a cutscene - I'd have thought he's moving too slowly for practical use in game.
#3
Yeah this is getting a little out of hand, but I must say I'm glad and quite impressed by the supportive nature of these forums.

I've been taking a bit of a holiday from my computer recently so have made no progress since my last post. I think I'm nearly there though. Once this is done I'll probably be posting another topic along the lines of 'how the fuck do I get my rooms to work?!'
#4
Yeah, I'll give that a go - sounds like that could do it. Also looking at it now, the movement of the feet in the "away" walk cycle looks wrong for the leg that takes the next step - looks more like its walking in reverse than coming off the floor and swinging... I'll try to sort those out.

I've been testing in game all along just because the idea of making an adventure game is so exciting to me, and I'm a N00B XD. It's almost passable, there's just a couple of things that bug me that I can't figure out. Shoulders could be it though.

I know I'm being a bit anal about this sprite, but once I've got one perfect sprite out of the way, I've got a template for others!
#5
Disagreements aside, I've decided I'm as happy as I'm going to be for a while with the sprite walk cycles for left and right movement. What I'd really be interested in hearing is some constructive crit for the front/back cycles...

Thanks for your time by the way, I find it really valuable to get feedback from those more experienced than me!
#6
Massive guide fan here, all in all things are looking quite well.

In terms of criticism, the main thing that strikes me as odd (maybe it's because I'm used to the radio version, which is how the story was first written) is that ford prefect is black. I'm not racist in the slightest, it's just that the original voice actor sounded decidedly like a white upper middle-class twit, and the change in character seems weird (I was decidedly against Mos Def playing him in the movie - he just wasn't the same character I know from the radio/books).

I'm love to beta test of get involved in any way I can. I've played up to the bit they get thrown out into space, but the game doesn't progress beyond there, is that all that's completed, or is something wrong?

Keep up the good work, I can't wait to see what the other characters look like!

...Also, the theme tune midi you've chosen doesn't seem to be very high quality, it it's a midi of the tv theme or movie theme, a better version might be found of the original song (Walk of the Sorcerer by the Eagles)

Great work so far though.

-TDM
#7
Ok, well I'm fairly happy with the side walk cycles now, but I'm afraid that the ones approaching/moving away from the camera are really bugging me;


Ignore the fact he only hops up once in this cycle - it's meant to be every time his leg is directly beneath


They just look nowhere near as fluid and believable as the other ones - I think maybe I got a little lazy animating, but I'm not quite sure how to fix it now!

Any feedback would be much welcomed

P.S; thanks KhrisMUC for the tip about enlarging displayed images!
#8
Hi there, I must be making a mistake at a very basic level, I've been using graphics gale to animate, and for some reason when I try to import the .PNG filme into AGS it's suddenly stopped working (I accidentally deleted the original file, and had to reform it from a GIF which I'd enlarged of it, this might be what's causing the problem.

In any case, it gave me an error message and instructed me to show it on the forums;

Error: Out of memory.
Version: AGS 3.0.2.43

System.OutOfMemoryException: Out of memory.
   at System.Drawing.Bitmap.Clone(Rectangle rect, PixelFormat format)
   at AGS.Editor.SpriteImportWindow.previewPanel_MouseDown(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Hpefully someone can tell me what I'm doing wrong.
#9
Critics' Lounge / Re: Any Good?
Mon 30/06/2008 16:25:28
The stylistic shading on the mountains is very nice, but I feel the same attention to detail hasn't been applied to the path/shack.
#10
Yeah, the arm swinging is a little unrealistic - but now I have it done I knida like it, I feel it makes the character look more confident/purposeful.

The shoes thing is a good point, I'll have a go at that.

As for the legs I'm at a bit of a loss - as AGS sets the walk speed at 3 pixels a frame, if I have the character take any less of a big step I'll have to reduce the animations back to a 6 instead of 8 frame cycle.
#11
Critics' Lounge / Re: C&C on problem room
Mon 30/06/2008 16:11:53
I'm not sure so much that the room looks big as much as the person looks small...

As with above I think it'd help to know the context if the shot, but from what's available it looks like the objects in the room are a little on the large side.

I like the perspective though, don't think it makes it look boring at all...
#12
Hi there, thanks for the oh so quick response

I had a go at adding a fourthand eighth frame to the walk cycle and it looks a lot better now;






...I've just noticed a blinking pixel on the jacket collar in the new frame, ignore that.

Thanks a lot for the help, if you have any other suggestions I always value good constructive criticism.

#13
Critics' Lounge / Sprite walk cycle criticism
Mon 30/06/2008 13:35:08
Hi everyone, I suppose this is what you might call my 'N00B' post.

I've just finished my first sprite for my first attempt at making a game. I'm a fairly inexperienced pixel artist, and for various reasons (including that one) I decided to use a fairly retro, lo-fi style for my characters.

Anyway, withought any further ado - my sprite from the front, and a left and right walk cycle:






Apologies for scaling issues - as I said I'm a little new to this.

I'm almost happy with the walk cycle, however I have a problem with the frames where the knee is fully raised. I'm aware that my sprite is a little tall, but I liked the idea of hving an intentionally stretched look for my characters.

Hope I've adhered to all the rules, and hopefully a more experienced member than I will be able to respond soon...

Thanks,

TDM

[EDIT]: edits are welcome
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