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Messages - Penguinx

#81
I'm a fan of Igor's stuff. I've been messing around with traditional forms of animation and felt like most the detail would be lost as pixels, but that's life.
#82
Flash-based games don't get any respect. I'll stick to pixelart for now. Thanks for the response.
#83
Thanks for the feedback; the scaleability of vectors is appealing for characters walking on backgrounds with far out vanishing points and high horizon lines.

Apparently there is little interest in such a plugin, though, as I've never seen it mentioned before.
#84
First off, I'm a programming moron. I have no idea what the probability or capability of writing a plug-in for AGS would be that would allow for Vector based graphics.

Is it possible? Has it been done?
#85
L, I can't tell you how much that edit has helped. I realize now that because I am inexperienced at using shadow and highlight to define form, I tend to rely on lineart to define objects still. Take, for instance, the wrinkles of the forehead and the cheek bone.
#86
Loominus, I dig the edit. Your coloring, while much more technically sound, seems simpler in execution. I often can leave things alone long enough to achieve such an effortlessly nice looking result. In essence, my stuff always looks stacked together if that makes sense.

Lighting and shadow (and how they define form) are my biggest weakspots. Thanks for the pointers.
#87
I'm trying to find the balance between over-saturation and rich color. Desaturated colors are nice and all, but I really want to have the characters pop against the backgrounds. This level of color might be too much, though. I'll mess around with it tonight and post the results.
#88
Critics' Lounge / Old Man's Pixelated Head.
Thu 24/02/2005 05:47:22
No sooner did I say I was bored with pixelart did I get asked to draw character portraits for a friend. This is more of a color test than anything.

Any thoughts?

#89
Example of extreme kickback.

#90
Quick edit:



I tried to keep things in your style and changed only the right side of her body.

Her right. Not ours.

Hers.
#91
Critics' Lounge / Re: Pixel People! Yay!
Tue 22/02/2005 18:27:06
I second the motion to stop tinkering -nice designs, simple, to the point. Most of all, they ooze personality.
#92
Thanks for the example; that is a perfect reference!
#93
That's the problem - females tend to cross foot in front of foot when seen from directly in front or behind. All my efforts failed to capture the correct swagger and I think that's why I originally shelved it.
#94
Critics' Lounge / Re: Criticism Wanted on BGs
Mon 21/02/2005 19:53:05
These backgrounds are tits. Very cool use of cartoony perspective. One of the better examples of it I've seen posted to the lounge. It's easy to take that style too far, and I think this is just right. Aside from the obvious problem with the skull's outline, I think these are great.

I will say that the way you drew the wooden table and the wooden door seem more consistent to the style than the support beams in the background. I can't quite put my finger on it, but it's something to do with the blurring.
#95
Critics' Lounge / Re: GUI icon help
Mon 21/02/2005 19:39:40
I do get the inventory icon. Your friend hits on an interesting interpretation, however. The shape of the pocket IS shield-like and, subsequently, not as pocket-like as it needs to be.

I hope that makes some sense. In case it didn't, I thought I'd offer a redraw:

#96
Below is a rough for a walkcycle I worked on a long while ago. I recently came across it and remembered being unhappy with it and shelving it for some reason.

In retrospect, I think I rather like it. The head movement needs to be toned down. The breasts are a little off too, but overal it looks pretty smooth to me (for a brisk walking animation).

The problem is, that feminine walks tend to overlap foot in front of foot with each step; that's tricky in a south or north walkcycle.

Any comments?

#97
The cursors are really stylish and, more importantly, functional.

I'm completely rythmless and tone deaf so I have nothing to contribute about the music.

There's a bit of a ratcheting, herky-jerkyness to the character's walkcycle during the contact frame -his shoulders tend to 'snap' into position. That's being nitpicky, though. Overall, very nice!
#98
Critics' Lounge / Re: What style for our game?
Wed 16/02/2005 18:15:18
Why not finish the game 'as-is' and work on the backgrounds bit by bit for a future release?
#99
Critics' Lounge / Re: Inking practice.
Wed 16/02/2005 15:50:12
I'm a fan of fibbing a bit when it comes to shadows - I'd likely have done somethng similar to loominous with a bit more visible face on the shadowed side. Both efforts (the original and loominous') look great, though.

My only suggestion would be to work on the hair, Al. You already know this, though, so I won't bother to go into more detail on it.
#100
Critics' Lounge / Re: What style for our game?
Wed 16/02/2005 15:47:18
Unless you feel as though too much time has already been dedicated to this project, I'd opt for the latter.
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