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Messages - Penguinx

#21
Critics' Lounge / Fishman walkcycle.
Tue 18/07/2006 15:54:46


I think that if you were sort of hunched over with a really long tail protruding from you, you'd have to move the arm and leg of one side at the same time while twisting your body sideways to move that sort of bulk. This is my interpretation of that. I slowed it down a bit. It could probably use a few more tweens, too, but this gives you what I was aiming for. Next'll be to grid it up and pixel it out, I guess. I might try brush work, though, like I eluded to in a previous post.

Whattya think?
#22
E. F.
#23
Very nice. I'd definitely like to see more.
#24
Critics' Lounge / Re: kitchen bg help
Fri 14/07/2006 15:33:35
Other items that could go in there:

Microwave
Mixer
Cutting board
Fridge
Curtains
Backsplash
Cookie jar
Food items like the cereal box

It's good, but you need to give it a little more of a push. Be sure to post the results!
#25
I don't know jack about 3D, but I really like the shapes you've got going here. Adequately cartoony without dipping into the realm of the ridiculous.
#26
Critics' Lounge / Re: kitchen bg help
Fri 14/07/2006 14:24:13
What about a center island? Cabinets? A breakfast table?
#27
I know. I wish people would stop posting to it already.  ;)
#28
Roaming hands or not, the movement of the head really sells it. Good job!
#29
Looking good!

I really dig the shooting stance. No real crits on it; by your own admission, a few frames are still in need of polishing.

The sideview walk might benefit from his arms swinging higher up. I haven't matched them to-the-pixel, but they appear to come more forward in the front and back views.

Even left as is, they're great.
#30
Definitely looking better! There's a slight pause when she brings her right foot forward. Is that just the way the gif was saved? Eliminating that pause would help it flow a lot better.
#31
Critics' Lounge / Re: Forest (daytime)
Tue 11/07/2006 15:38:19
The only reason I'm so blunt is because the work is really good as is, so I know you're capable of pushing it that last little bit.
#32
Actually, you were right the first time. Tweening comes from inbetweening and is an old school, traditional animation term. Newer programs that do automatic tweening have adopted the term, sure, but it existed well before the likes of 3D and vector animation programs.

I didn't mean you needed to simplify the design (though simpler designs and smaller resolutions tend to help, really). I just meant the amount of objects bouncing around during the walkcycle could be toned down till you get your basic stride figured out. Start with the sticks, lay the pixels over. That sort of thing.

You can draw in the style you're aiming for well enough; it's just a matter of getting the animation right first and throwing the art at it second, I think. Doing both at once might be biting off more than one can chew.
#33
Critics' Lounge / Re: Forest (daytime)
Tue 11/07/2006 14:57:07
The texture and sharpness of the floor clashes with the smooth, smudged tree trunks. The highlights on the bushes are more intense than on the trees themselves. The grouping of the bushes directly at the base of the trees seems a little convenient.

The rendering is really nice, but I think some initial references and planning would help sell it.
#34
I think you might be trying to go too far too quick with this one. I think the way her left hand bounces around is pretty distracting as is. Simplify the shoulder/hips/breasts some. Too many things are hopping around.

It's a good attempt, so don't get discouraged!
#35
It'd be easier to tell what transitions were needed if it were an animated gif. Do you have that capability? If not, I can throw it together for you...
#36
General Discussion / Re: image problem
Mon 10/07/2006 21:54:14
I totally forgot that 32bit games supported PNG's with alpha transparency. Woo! My long-delayed game is totally feasible. Duh!
#37
Critics' Lounge / Re: Musketeer Cartoon chars
Mon 10/07/2006 21:17:38
Evil, the size of the sprites is why I recommended a double pixel outline. As it is now, the black is kind of wimpy.

You could easily get away with halving the size of these guys, though.

Krysis, that's spot on.
#38
Critics' Lounge / Re: Musketeer Cartoon chars
Mon 10/07/2006 20:36:19
Less saturated colors'd help. It's a good base. You just need to polish it up a little! Devil's advocate here, a double pixel black outline might lend these guys a bit of Paper Mario punch, too. Worth a try!
#39
Critics' Lounge / Re: House/Woods C&C
Mon 10/07/2006 17:40:15
I like all the steps of improvement save the icicles. The rest of the art posted in the production thread, too, has great color choices. I can't wait to see more.
#40
For the record, I really love the proportions on the monkey.
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