TSG, sprites reedition
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Re: TSG, sprites reedition
Also, though you may already be aware of it, the shadow changes saturation(CMIIW).
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Re: TSG, sprites reedition
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
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
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. 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
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
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....
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....
Re: TSG, sprites reedition
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.
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
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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Re: TSG, sprites reedition
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
I don't quite understand what's going on with the helmet. It doesn't move, yet the lighting changes . 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,
Edit: To show what I mean,
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Re: TSG, sprites reedition
It's reflecting the weapon. Seems realistic to me.
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Re: TSG, sprites reedition
@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. This is the lesson I learnt the last days working on it.... Another discussion is if I have worked this method enough fine.
Re: TSG, sprites reedition
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.
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
Bingo that's what I saw.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.
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.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. This is the lesson I learned the last days working on it.... Another discussion is if I have worked this method enough fine.
Edit:
That doesn't include me. I'm just part of the peanut gallery, so take what I say with a grain of salt.Tet wrote:But please get professionel feedback from our pixel masters.
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
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.
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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