TSG, sprites reedition

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Fog
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Re: TSG, sprites reedition

Post by Fog » July 3rd, 2010, 2:50 pm

Also, though you may already be aware of it, the shadow changes saturation(CMIIW).
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Re: TSG, sprites reedition

Post by rhyging5 » July 5th, 2010, 8:23 am

Well, when I Wrote that "I still must to depure some pixels" I'm talking about all those little imperfeccions (blurring, feather,shadows,etc).....My intention was to produce a breathing feeling and ask for your impression, and some of you have analized little imperfeccions with no importance and easy to correct, instead of that. :? Despite that, I assume that I must to improve the blurring and the excessive exageration. I will try....

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Re: TSG, sprites reedition

Post by beetlenaut » July 5th, 2010, 10:14 pm

If you had said you still needed to "clean up" the frames, we would have understood your intent. ("Depure" means the right thing, but it is so uncommon that I didn't know it existed, and I'm a native English speaker.)
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Re: TSG, sprites reedition

Post by artisticdude » July 5th, 2010, 10:39 pm

I think it's a great idea, ryging. I've always wanted to try something like this, but always told myself it wouldn't be possible at sprite scale without being grossly exaggerated... then you come along and do it anyway. 8) And since you plan on fixing the blurring and reducing the exaggeration a bit, this will make an excellent standing animation. :)
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Re: TSG, sprites reedition

Post by Sleepwalker » July 7th, 2010, 2:24 pm

I wish you luck on this. :) I'm not sure one can make such a smooth movement as you did over 2 pixels without some blurriness. It's either that, less frames or uneven movement. Guess you have to find the right middle ground. If you're having difficulty I'd suggest to maybe making the movement a little more pronounced. I'm not sure. I know I posted that I thought it might get annoying if everyone on the field bobbed around as much as the saurians I'm doing, but after actually seeing those units in game I believe I was full of BS - It works well.
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Re: TSG, sprites reedition

Post by rhyging5 » July 8th, 2010, 8:30 am

Right, I also thought that was impossible make the breathing in that small scale. But one day I see this image on pixelation forum:

http://pete.ptoing.net/BATMAN_Idle_S.gif

....and now I know is possible. The tecnique of that pixel artist is awesome. I'm analizing it for not to use the blur effect....

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Re: TSG, sprites reedition

Post by Jetrel » July 10th, 2010, 7:08 am

Yeah, ptoing is quite sharp.

Whoops, apparently it's ptoing's friend, sharing space on ptoing's website. This guy:
http://www.pixeljoint.com/p/4921.htm

The above still stands, though.
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Re: TSG, sprites reedition

Post by rhyging5 » July 21st, 2010, 8:15 pm

probably one of the most dificult animations I have tried, I really fight against pixels. But think I got something enought good to show. I decided to abandon the blur method to try with pure pixel art. Also, I modified something of the original baseframe, as the shadow or shield's movement. :) :)
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standing.gif
standing.gif (5.14 KiB) Viewed 2874 times

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Re: TSG, sprites reedition

Post by thespaceinvader » July 21st, 2010, 8:18 pm

Looks great. I'll commit it as soon as I can. How about a defending animation and a leading animation? =)
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Re: TSG, sprites reedition

Post by King_Elendil » July 23rd, 2010, 2:55 am

I don't quite understand what's going on with the helmet. It doesn't move, yet the lighting changes :hmm: . Also, just as an idea, maybe you could move the shield up and down one pixel, instead of just rolling it back and forth.

Edit: To show what I mean,
Idle_Anim.gif
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Re: TSG, sprites reedition

Post by Bad_Dog » July 23rd, 2010, 4:16 am

It's reflecting the weapon. Seems realistic to me.

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Re: TSG, sprites reedition

Post by rhyging5 » July 23rd, 2010, 9:28 am

@king elendil: well....I don't know if the next explanation will satisfy your doubts: on animation that must to be the most subtle and soft as possible, you can't move a pixel the way you say. Instead of that, it is better to change the color of the pixel to produce the "moving" perception. :eng: This is the lesson I learnt the last days working on it.... Another discussion is if I have worked this method enough fine. :?

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Re: TSG, sprites reedition

Post by Daxion » July 23rd, 2010, 9:58 am

The problem to me seems to be:
the highlight moves, and gives the impression of the helmet moving.
However the slit for the eyes remains stationary.

Together this gives a rather "wierd" impression, of moving and staying stationary at the same time.

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Re: TSG, sprites reedition

Post by King_Elendil » July 23rd, 2010, 12:12 pm

Daxion wrote:The problem to me seems to be:
the highlight moves, and gives the impression of the helmet moving.
However the slit for the eyes remains stationary.
Bingo that's what I saw.
rhyging5 wrote:@king elendil: well....I don't know if the next explanation will satisfy your doubts: on animation that must to be the most subtle and soft as possible, you can't move a pixel the way you say. Instead of that, it is better to change the color of the pixel to produce the "moving" perception. :eng: This is the lesson I learned the last days working on it.... Another discussion is if I have worked this method enough fine. :?
That makes a lot of sense, but in this case with the eye-slit not moving, it just doesn't look right to me. Maybe if you changed the lighting on it with the rest of the helmet, it might look better.

Edit:
Tet wrote:But please get professionel feedback from our pixel masters.
That doesn't include me. I'm just part of the peanut gallery, so take what I say with a grain of salt. :wink:
Last edited by King_Elendil on July 23rd, 2010, 10:00 pm, edited 1 time in total.
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Re: TSG, sprites reedition

Post by Tet » July 23rd, 2010, 7:10 pm

It is really cool.

For me the chestplate is moving to much. It is out of sync with the rest of the armor/body and basically shifting up and down. More like the helmet would be my suggestion.

But please get professionel feedback from our pixel masters.
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