|
I'm not sure if I've introduced myself here: Hey, I'm primarily a programmer and am currently working on a pixel art game called Kandria. Today I finally managed to convince myself to start working on enemy animations. Here's the first of that: Gonna do attack and damage animations tomorrow.
|
# ¿ May 14, 2020 14:57 |
|
|
# ¿ May 1, 2024 06:45 |
|
anothergod posted:Welcome Shinmera! I don't know what you're looking for in response to your art, but it's looking great so far. The tail is really well rendered w/ a lot of frames like in the walk/run animations. The end's got a "snap" to it that seems to imply the end is kind of like a hook or pointy part which is cool, but maybe unintentional. If it's the latter I think you might need to widen your sprite dimensions to get that flow going for the whole thing. Thanks! Yes, the snap is intentional! Did some more work today: Not happy with the stagger animation (3rd one), but couldn't really think of a better way to do that either. anothergod posted:
And here I thought I was working with small sprites! These look super expressive despite the tiny size, very nice.
|
# ¿ May 15, 2020 16:26 |
|
Scut posted:
Holy smokes, very nice. Today I quickly turned the emote into one suitable for Twitch since I became an affiliate. Took the really lazy route on the upscale and just fixed up RotSprite's output a bit. E: I also made the original emote in case that wasn't clear Shinmera fucked around with this message at 12:52 on Jun 21, 2020 |
# ¿ Jun 21, 2020 11:40 |
|
I need to get back to making some small profile animations for the dialogue sections in Kandria. Did the above as a sample for the thread I made on the game! I'd like to make a couple for each character so that the text can be matched up with an appropriate reaction or expression. Ash Crimson posted:Here's another sporadic attempt at roguelike graphics, which i got inspired to try after playing Caves of Qud and trying to put my own take on it (X2 size, 24x24 tiles): Yeah, it's a bit hard to make out the foreground enemies from the background elements. Maybe take some inspiration from the Necrodancer games, those do a pretty good job keeping the enemies visible, though they do use a much bigger palette.
|
# ¿ Aug 26, 2020 21:59 |
|
Adding a slight blue tint makes things appear more "glass-y". Also try to make the specular highlights sharp shapes per glass pane, rather than a smooth gradient. If you look at some photos of glass, you'll see that the contours are pretty strong. E: Also made two more animations for my game today.
|
# ¿ Aug 27, 2020 17:04 |
|
For pixel art I just draw directly in Aseprite.
|
# ¿ Aug 27, 2020 18:00 |
|
Scarodactyl posted:The animations on this are nice and convey character well, but there are technical details I think you'd want to address before spending more time on animations. Thanks a lot for the advice! I knew that I had to go back to fix the line art, I was pretty sloppy with it today. I'll also definitely have to re-evaluate the palette. Colour in general is something I'm not very comfortable with, even outside of pixel art. I'm not sure if I'm sold on the anti-aliasing, I honestly don't mind the crunchy look, but maybe I'll change my mind on that still. Hopefully I'll have a better day tomorrow to fix what I can.
|
# ¿ Aug 27, 2020 22:10 |
|
Turns out you were right, Scarodactyl! The anti-aliased version looks much better in the game: Not sure yet how well I'm doing at actually making things anti-aliased though. I also don't quite know how to implement your advice about sharing the three brown bands -- the things I tried ended up looking super wonky. On a side note: I'm currently looking to hire a pixel artist for the game, since I don't think I have the ability and time to do everything for the game myself. If anyone's interested, there's more information about it here: https://kandria.com/team-search.html
|
# ¿ Sep 14, 2020 13:30 |
|
Finally getting started on animating more characters for Kandria. I hope the silhouettes are distinguishable enough. I tried to push it some more but that ended up looking weird. Shinmera fucked around with this message at 18:17 on Dec 14, 2020 |
# ¿ Dec 14, 2020 13:36 |
|
Been a while since I last did any pixel work that wasn't just fudging game assets slightly.
|
# ¿ Dec 31, 2021 00:03 |
|
|
# ¿ May 1, 2024 06:45 |
|
Nice, looking good!
|
# ¿ Feb 20, 2024 22:41 |