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Even more bloody shark stuff, now with a new more Hammerhead-like head.
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# ? May 9, 2014 23:23 |
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# ? May 11, 2024 10:01 |
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Those look great Shoe. Please make him flap around like a fish out of water before being still when he dies! Hah Made a portrait for the young version of my hero. Baldbeard fucked around with this message at 01:03 on May 10, 2014 |
# ? May 10, 2014 00:56 |
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Definitely prefer the new head, Shoe, that was bugging me a bit about some of the angles on the old one.
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# ? May 10, 2014 08:32 |
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Baldbeard posted:Not really comfortable going small, so I got a little practice in. That's adorable
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# ? May 10, 2014 12:02 |
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I think our protagonists might get along, Baldbeard. I still have a lot of variations on facial expressions to do. Internet Janitor fucked around with this message at 19:12 on May 10, 2014 |
# ? May 10, 2014 18:52 |
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Love the exppression, a must for any videogame protagonist.
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# ? May 10, 2014 19:38 |
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Internet Janitor posted:I think our protagonists might get along, Baldbeard. Is this for a game? Looking good so far! Got any more characters to make? Also a bit of an update: Tried to make the shoulders more noticeable. The Choas engine; I'm sort of wanting to keep the heads that way, I think it makes the pose look more interesting? Could be wrong. Any Critique, Comments, advice etc is appreciated!
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# ? May 10, 2014 19:45 |
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Chipp Zanuff posted:Is this for a game? Looking good so far! Got any more characters to make? Thanks! I'm making a puzzle/adventure game about turtles and programming. I think I'll need to do sprites for 3 or 4 additional NPCs, but thankfully none of them should require as many frames.
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# ? May 10, 2014 20:19 |
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Ohhh man. 2 hours on this. But I got a separate running, ducking, and "come'ere'puppy!" animation out of it. Pretty pleased.
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# ? May 11, 2014 01:38 |
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# ? May 11, 2014 08:00 |
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There's a game jam going on called #lowrezjam where you're supposed to make a game using a 32x32px canvas, it's so goddamn hard. I can recommend mocking some poo poo up, thread. Awesome challenge.
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# ? May 11, 2014 13:45 |
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Got too sick to work on finicky things like programming so I worked on my tileset. I cant wait to build poo poo with this.. Also it's 2:30 am and I've gone insane!
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# ? May 12, 2014 02:26 |
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Every tutorial can benefit from a crazy uncle.
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# ? May 12, 2014 15:51 |
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That crazy uncle looks a bit Whomp-ish.
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# ? May 12, 2014 16:38 |
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Is that a good thing or a bad thing?
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# ? May 12, 2014 16:48 |
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Internet Janitor posted:Is that a good thing or a bad thing? It looks good! Was just wondering, but does this not wander into Oekaki territory? Apologies if that sounds rude.
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# ? May 12, 2014 16:55 |
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Have any of you guys had success using GameMaker? I'm installing it now and thinking about using it for game mockups, since I only have just a little Flash/Actionscript experience and it's still a lot of raw coding to get something going in flash.
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# ? May 13, 2014 00:59 |
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Baldbeard posted:Have any of you guys had success using GameMaker? I'm installing it now and thinking about using it for game mockups, since I only have just a little Flash/Actionscript experience and it's still a lot of raw coding to get something going in flash. Tons of great games have been made with Game Maker. Personally I use Stencyl which is also a decent choice for quickly getting stuff going. Also, I can't stop doing 32x32 stuff now, it's a total obsession. Blows my freaking mind to think I make 32x32 tiles the whole time, to fit an entire game in there is just insane.
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# ? May 13, 2014 01:09 |
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Baldbeard posted:Have any of you guys had success using GameMaker? I'm installing it now and thinking about using it for game mockups, since I only have just a little Flash/Actionscript experience and it's still a lot of raw coding to get something going in flash. It's totally viable for professional projects - the original Spelunky was made in Game Maker, as was Gunpoint and Hotline Miami.
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# ? May 13, 2014 01:33 |
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Guess I will have to read up on my game maker tutorials then and get comfortable with it. Another quick question for you programmers. When it comes to animations, say "running" "walking" whatever... how do you organize the frames? Do you do everything on a sprite sheet and then chop it from there? Do you make the animation as a Gif and then import it into whatever software you are using to make the game? -- or do you actually do the animation work in the game code? I'm trying to figure out how to organize all of this, before knowing how I'm going to use it. Baldbeard fucked around with this message at 02:41 on May 13, 2014 |
# ? May 13, 2014 02:21 |
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GameMaker will let you enter in the dimensions of one frame within a larger PNG sheet and will chop it up for you, and it'll probably pull frames from a GIF, too. I like using 32-bit PNGs for everything for some arbitrary reason, so I usually end up with one carefully-spaced sheet, but I start with more of a GIF-style layering in my PSD work files, so I can always make a GIF if I want one.
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# ? May 13, 2014 03:47 |
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Zackarotto posted:GameMaker will let you enter in the dimensions of one frame within a larger PNG sheet and will chop it up for you, and it'll probably pull frames from a GIF, too. Additionally, if you use Pixen, I think there's an option to turn an animation into a style sheet, which lets you use both while still having the raws on hand pretty easily.
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# ? May 13, 2014 03:51 |
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Baldbeard posted:Guess I will have to read up on my game maker tutorials then and get comfortable with it. I used separate pngs because I didn't trust myself to keep everything uniform.
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# ? May 13, 2014 06:54 |
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Still working on those characters (apologies for focusing so much on one thing, just want to make sure i get it right) and i've been given some advice from the pixelation forums and changed the bases somewhat;
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# ? May 13, 2014 09:06 |
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The three-pixel dick looks pretty weird, but they are looking way better overall. There is a lot more volume and they look much much better than the first draft.
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# ? May 13, 2014 13:26 |
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Chipp Zanuff posted:Still working on those characters (apologies for focusing so much on one thing, just want to make sure i get it right) and i've been given some advice from the pixelation forums and changed the bases somewhat; Those stylish soldiers have hilariously skintight armor. Agreed that these are much improved, though.
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# ? May 13, 2014 13:29 |
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Baldbeard posted:Guess I will have to read up on my game maker tutorials then and get comfortable with it. Sprite sheets. And while it's probably a marginal difference for most uses, one big one with many sprites is better than the same sprites spread out over multiple smaller images as switching textures is one of the bigger performance hits you can take: if you've got everyone in one giant texture than the engine will never have to swap, and swapping gets expensive.
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# ? May 13, 2014 13:44 |
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Baldbeard posted:Have any of you guys had success using GameMaker? I'm installing it now and thinking about using it for game mockups, since I only have just a little Flash/Actionscript experience and it's still a lot of raw coding to get something going in flash. I was using GameMaker up until just recently, when I switched everything to Unity (I didn't want to buy $600 worth of licenses so I could play my game on Android AND iOS) and I like it so much better. You could probably learn C# in as much time as it'd take you to learn GML anyway. That said I feel like GameMaker is an incredible game jam/mockup tool with the drag and drop stuff and I don't regret buying it. You can get something playable and fun out within a day if you have a clear goal in mind. I think if you're serious about making a real game your best bet is with Unity - not so say that you can't do it in GM, but I think for more serious projects you're going to hamstring yourself just so you don't have to learn C# or whatever. As for animations, GM and Unity both handle it in the same way and it's pretty easy: Make a spritesheet with all of your frames in a grid, and the software can just pull frames from the grid. Just keep every grid square the same size and it's super easy.
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# ? May 13, 2014 13:53 |
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Chipp Zanuff posted:It looks good! Was just wondering, but does this not wander into Oekaki territory? Apologies if that sounds rude. I'm not familiar with the term. From what I'm reading it seems to refer more to the way images are made and shared than a style. Do you just mean that I'm working with really large images as pixel art goes?
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# ? May 13, 2014 15:28 |
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Onion Knight posted:I was using GameMaker up until just recently, when I switched everything to Unity (I didn't want to buy $600 worth of licenses so I could play my game on Android AND iOS) and I like it so much better. You could probably learn C# in as much time as it'd take you to learn GML anyway. Thanks for all the info. Yeah, at this point I just really want to finish something even if it's tiny. I've started so many big projects and scrapped them because I got in over my head with features and code. My next project is going to be super low res and focus a lot more on style and presentation rather than in-depth systems. GameMaker sounds pretty good for that. I've done a bit of coding in ActionScript and am pretty comfortable with the basics, so I'm hoping learning GM and later C# for unity won't be so bad.
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# ? May 13, 2014 16:03 |
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Here are some pixel doodles I've done lately. I really want to work on something more substantial but nothing has inspired me lately.
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# ? May 13, 2014 16:41 |
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Too small for liceCap's minimum window, apparently.
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# ? May 13, 2014 16:43 |
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RedRupee posted:Here are some pixel doodles I've done lately. I have a pretty big project coming up for arcade cabinet + xbox. i really don't want to do all the art myself. we should talk!
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# ? May 13, 2014 18:28 |
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Internet Janitor posted:I'm not familiar with the term. From what I'm reading it seems to refer more to the way images are made and shared than a style. Do you just mean that I'm working with really large images as pixel art goes? I don't think it's so much the size (afaik) it's more the style and look? I'm not a hundred percent sure, but it just reminds me of it, not that thats a bad thing! Quick update: Changed some small things. Version 1 is the original although i also edited the arms since to me the looked slightly weird. Version two i took out the dark colour in the pec-area as it implied a very deep gap and instead replaced it with same shaded colour. I also changed the head; making it taller so it actually had a forehead. Version 3 i eliminated the deep gap in the chest altogether, replacing it with the same lightest colour. Instead of making the head longer, i moved the nose and mouth down a pixel. I also eliminated the crotch thing in both edits. I know these are small changes, but i've been given advice to change them on Pixeljoint, so was just wondering if they have a good impact upon the bases, i also made 2 and 3 for comparison as i wasn't sure which one would work better. Thanks for the comments so far!
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# ? May 13, 2014 18:44 |
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I guess I can animate now?
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# ? May 13, 2014 22:00 |
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Shoehead posted:
This is a really smooth running animation, and I'm really impressed/proud that you've reached it! I feel like you were limiting yourself with sticking to your old base so consistently not too long ago, but doing punkshark, this, and other things that have pushed you out of your comfort zone have been really nice to see, and I definitely encourage more of it because it's really clear to see that you've legitimately been making progress and learning new stuff. Good job!
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# ? May 13, 2014 23:37 |
Internet Janitor posted:I'm not familiar with the term. From what I'm reading it seems to refer more to the way images are made and shared than a style. Do you just mean that I'm working with really large images as pixel art goes? Oekaki is a scribbly style that got its name from a Japanese (collaborative?) drawing site. Your stuff isn't that, the question is just whether pixel art is the right medium for it* *and who cares about that
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# ? May 14, 2014 07:08 |
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E: bleh.
Humboldt Squid fucked around with this message at 12:46 on May 14, 2014 |
# ? May 14, 2014 12:19 |
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But the outlines and detail lines within the pictures look like they've been cleaned up by the pixel. How is it not pixel art? I'm confused.
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# ? May 14, 2014 12:32 |
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# ? May 11, 2024 10:01 |
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Cirrial posted:But the outlines and detail lines within the pictures look like they've been cleaned up by the pixel. How is it not pixel art? I'm confused. Yeah, I can see that now that I take a second look at it, so I apologize. It's about the aesthetic I suppose - but like people have said this is pretty much the least important thing on earth, ever.
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# ? May 14, 2014 12:45 |