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Tried to re-do one of my earlier pieces, kept it simple but it's nothing really: I haven't done that much recently but here's another thing: Going to try to do more drawing this year as well as more pixelling, been finding it a bit difficult to get the motivation to do it though. Also got a few more books and hopefully more time as well. Ash Crimson fucked around with this message at 17:30 on Jan 7, 2018 |
# ? Jan 7, 2018 00:08 |
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# ? May 25, 2024 14:57 |
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Scut posted:My first attempt at working from digitized screen captures as well as my first wide pixel piece. That's pretty good. Very 90s FMV feel.
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# ? Jan 7, 2018 06:40 |
made some fonts. u can download here: https://pixellerjeremy.deviantart.com/art/Pixel-typefaces-724787079
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# ? Jan 10, 2018 05:35 |
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nevermind.
Garth_Marenghi fucked around with this message at 05:29 on Jan 11, 2018 |
# ? Jan 10, 2018 16:48 |
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Those are nice clean fonts. I need to look at how Aseprite handles fonts and whether it can take bitmap fonts easily.
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# ? Jan 11, 2018 05:54 |
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I'm at a loss over an animation issue. I made an animation of Tetran from the Famicom version of Salamander using an AVI that I recorded with an emulator, converted to an animated GIF in VirtualDub, and then worked on in Aseprite. If I set the animation's frame duration to 17 ms, the animation appears correct in Aseprite and IrfanView, but it seems slow in a web browser (I tried Chrome, Firefox, and Microsoft Edge) or in the Windows photo viewer. If a lower the frame duration, the animation slows down instead of speeding up in a web browser, but if I increase the duration to 20 ms, the animation gets pretty close to the animation speed of the game. If I increase the frame duration higher, the animation slows down like I would expect it to. If I adjust the frame duration in another application like Photoshop, I come across the same problem. What gives? Tetran at 0 ms frame duration: Tetran at 17 ms frame duration: Tetran at 20 ms frame duration: Tetran at 25 ms frame duration: Tetran at 30 ms frame duration: Tetran at 60 ms frame duration:
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# ? Jan 14, 2018 11:13 |
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Most(all?) web browsers have a minimum frame speed of 0.02s for gifs and anything below that gets rounded all the way up to 0.1.
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# ? Jan 14, 2018 11:23 |
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Rapt0rCharles9231 posted:Most(all?) web browsers have a minimum frame speed of 0.02s for gifs and anything below that gets rounded all the way up to 0.1. Fascinating. I had no idea.
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# ? Jan 14, 2018 11:29 |
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It used to be a whole thing, because when no valid delay was specified internet explorer didn't have a delay and would play as fast as it could (technically correct by spec) and firefox would insert a gap, so people would create gifs that they thought were fine but would end up being super fast on IE.
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# ? Jan 14, 2018 12:52 |
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Here's a browser by browser breakdown: http://nullsleep.tumblr.com/post/16524517190/animated-gif-minimum-frame-delay-browser
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# ? Jan 15, 2018 08:20 |
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This certainly took a while.
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# ? Jan 20, 2018 02:57 |
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Star Man posted:This certainly took a while. That's awesome; reminds me of something you would see in a vertical shooter.
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# ? Jan 20, 2018 06:37 |
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Don't anyone tell him it's from Salamander Famicom/Life Force NES
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# ? Jan 20, 2018 06:44 |
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Jo is making a game about the 2016 US election debates and so I got to draw portaits of these dickbags. The person on the left is my fictional amalgam of the moderators. As much as I complained about having to stare at photos of Hillary and Donald to make these, I think I learned a lot about making portraits in the process.
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# ? Jan 21, 2018 03:46 |
Shark in C64 multicolour bitmap mode Widepixel, with a universal background colour, then 3 other colours per 8x8 square. Scut posted:Jo is making a game about the 2016 US election debates and so I got to draw portaits of these dickbags. Good job avoiding making them symmetrical, easy trap to fall into.
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# ? Jan 21, 2018 05:44 |
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Scut posted:Jo is making a game about the 2016 US election debates and so I got to draw portaits of these dickbags. They're great. Though I do feel like... your Hillary is a lot more cartoonish and exaggerated proportions and features, whereas Donald is fairly real life.
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# ? Jan 21, 2018 10:54 |
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Yeah, donald kind of has a more solemn expression that makes him look a bit more dignified than Hillary in that picture. Maybe make the hair or skin more orange or something? Have any of you people tried Pyxel edit? it's in a beta currently but quite promising. I've really fallen in love with the multi-tile paint system. Odddzy fucked around with this message at 22:08 on Jan 23, 2018 |
# ? Jan 23, 2018 22:06 |
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Pyxel Edit is my go-to for tiling work but otherwise I'm an Aseprite convert.
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# ? Jan 23, 2018 23:55 |
A million old-rear end BIOS fonts, free to download https://int10h.org/oldschool-pc-fonts/fontlist/
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# ? Jan 29, 2018 10:20 |
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These are great, thanks. You can change the text mode of the website in the top right corner too! Yospos should have that.
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# ? Jan 29, 2018 15:23 |
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I have strange hobbies.
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# ? Jan 31, 2018 02:26 |
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Kinda tiny, but I've got a lot of time off so I wanted to try and make a few animations, and I decided to start with this. I'm planning on roughing out the animations by silhouetting each frame before I try to add any detail - I've got 4 characters in mind, and I'm going to try and make a decent Idle, walking, and combo animation for each. Edit - Here's a few examples of some of the missteps and test animations I made along the way - I started toying out with how I wanted the legs to move first - I wanted the feet to stay relatively still so I made this little ball animation thingy, but I gave up on it pretty quickly since I didn't want to go through making a whole set of ball and joint animations THEN have to come back and draw on top of them again. This is half the animation, with the frames then duplicated on reverse. I wanted the sword to slightly shift positions as she shifted down and upwards, but I'd only done half the work on that so it looks pretty rubbery. That said, I really like how she's moving. I just used very flat colors to fill in the shapes, once I'm happy with the overall shift of the animation I'll come back and add details and shading. I also tried to copy-paste as little as possible, re-drawing as much of each line and shape for each frame as I could to give it a more 'organic' feel. This leads to the shapes bloating or stretching a little bit more than I'd like, but I'll adjust those later, I really like the overall effect. Here I'd made a full second set of 'rising' frames with the sword at a different angle, but it's obviously still looking a little wonky. I think it'll be a simple fix, though, just adding a few frames of the original sword position rather than having it tilt immediately upon reaching the apex of the shift. I'll fix the sword first, then if I'm happy with that, dive back in and adjust the overall shapes, then add shading, and eventually animate the hair as well. Redrew the sword in each frame - still kind of wobbly, and will definitely have to do something about the hilt, but I like it much more. Alright! Went through and drew in the details frame by frame, and the sword is looking a lot better. Most of the 'bloat' is gone and the shapes stay pretty consistent throughout. The only little last thing I need to do is animate the hair, then it'll be 100% done. McKilligan fucked around with this message at 05:08 on Feb 2, 2018 |
# ? Jan 31, 2018 08:36 |
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Your character's sword is still made of rubber and the rest of her balloons as she sinks down.
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# ? Feb 2, 2018 05:28 |
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Duly noted! I tried to reduce the pant-bloat and straightened out the sword. Left is old version, right is new. I'll tackle some hair tweaks later so it bounces a little bit, but gonna take a little break for a bit.
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# ? Feb 3, 2018 04:36 |
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# ? Feb 4, 2018 02:15 |
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testing paintover of prerendered frames from like 2-ish weeks ago? I forget how long it's been.
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# ? Feb 4, 2018 02:36 |
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Lineup of the 4 classes I plan to animate - I might try and shrink the halfling a little bit, since he seems to be about the same size as the dwarf. I'll probably start tackling all of the idle animations first, since that will give me a good reference for the average framerate and a position for all the other animations to 'return' to. Plus, if I get the boring stuff out of the way, the I can look forward to animating the attacks!
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# ? Feb 6, 2018 05:18 |
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sliiiiiick, the rigid angles remind me a little of petscii artDiabetes Forecast posted:
I wanted some relaxing stuff to draw during winter downtime. These are all 4 frame animations and I'm rather pleased with how much you can get out of so few frames. Normally I find animation to be a chore I avoid but these are fun so far.
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# ? Feb 6, 2018 17:23 |
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I need this to be a real game asap, the robots are cute as heck. Are the robots on the bottom left firing or being fire upon? I've been wrestling with the halfling all day, trying to get the animation to feel right. I think I'm close, but I've been staring at it so long I can't see if anything looks odd anymore. Edit - I think he's finally done. If something jumps out at me later I'll tweak it. - I'm considering making the left dagger sway less, and I think his chest gets a bit jumbled but overall pretty happy with it. McKilligan fucked around with this message at 12:33 on Feb 7, 2018 |
# ? Feb 7, 2018 06:44 |
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These weren't as big of a pain as I though they were going to be.
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# ? Feb 7, 2018 11:21 |
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McKilligan posted:Are the robots on the bottom left firing or being fire upon? Making each character have a different style of animation is a good idea.
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# ? Feb 7, 2018 15:28 |
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This looks so much better than the 1st go-round. Nice work. vv cannot unsee taqueso fucked around with this message at 01:36 on Feb 8, 2018 |
# ? Feb 7, 2018 20:58 |
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McKilligan posted:I need this to be a real game asap, the robots are cute as heck. Are the robots on the bottom left firing or being fire upon? Everything sways except the hair, which makes it look like a big drumstick glued to the head
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# ? Feb 7, 2018 22:37 |
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Tunicate posted:Everything sways except the hair, which makes it look like a big drumstick glued to the head Quick and Dirty hair fix - If I actually stick with this project and get enough of these drat things made, I'd like to actually turn them into a side-scroller hack & slash a la Golden Axe or Double Dragon, but with animation closer to Metal Slug. I'm really trying to sell the right attitude for each character's animation -
Anyway - here have a whole bunch of varying vibrating dwarves. I took out the hammer since specifically animating a rigid object is best tackled on it's own, but I'll be tossing that in soon. The Swordsman and Halfling are both 12 frames, but I bumped this one up to 16 since I wanted him to have a more slow, steady pace. McKilligan fucked around with this message at 09:24 on Feb 8, 2018 |
# ? Feb 8, 2018 04:53 |
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IT'S SO BIG ...and probably animates slowly in a browser even at 20ms per frame because it's 1.88 MB in size. Though it seems fine in IrfanView, Aseprite, and Photoshop and Crystal Core is about as big of a file. Weird. edit: oh, if I give it a black background, it plays at a faster speed. I suppose it's because it doesn't have as many transparent pixels to process? Star Man fucked around with this message at 11:15 on Feb 8, 2018 |
# ? Feb 8, 2018 11:03 |
McKilligan posted:Quick and Dirty hair fix - I get that the blade is being foreshortened, but it really just looks like it's growing and shrinking. The sprite is quite pillow-shaded, particularly the hair and upper body. The animation 'boil' could be minimised by making shading more consistent frame to frame (there's no reason for the highlight on the left foot to move so much, for example) and not having details like fingers appear and disappear.
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# ? Feb 8, 2018 13:06 |
Yeah the left foot animation makes it look like she's stubbing out a cig
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# ? Feb 8, 2018 19:09 |
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Things that shouldn't be squishy like metal are still squishy.
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# ? Feb 8, 2018 19:37 |
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Today's Dwarfwork - After I add the final highlights and details I'll also iron out any 'bloat' and anchor his feet a little more more. There's a lot of little things to tweak and fix, but overall I like how he moves. I might add a frame or two at the apex of each animation to slow him down more. Him and the wizard are going to be a bitch to make running animations for, since their gear is assssymetrical :/ As for the fighter, I kinda like the rotation on the left-foot, but maybe it is a bit much - I'll go back and really fine-tune her much later, including making the fingers clearer and making the foot rotate less. That said, I do kind of like the 'squishy' factor of these animations - I think that's a byproduct of redrawing each line frame-by-frame, I think it gives it kind of a nice organic feel, even if the metal bits look a little...soft. It might be lazy, but I think I can just chalk that up to the kind of aesthetic that I like.
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# ? Feb 9, 2018 10:24 |
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# ? May 25, 2024 14:57 |
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Him definitely reminds me of Ralph Bakshi's LotR
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# ? Feb 9, 2018 11:43 |