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Full Version: Kelvin Shadewing's Pixels
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I think the reason why it does not look so much like an acorn is due to the motion blur it has.
After looking at it again, it looks like it's spinning like a top. I think the outline could still be more defined, while having it retain a motion blur effect. It might just be me, though.
I read in an animation tutorial that motion blurs shouldn't be outlined. What I have currently isn't even a real motion blur, though; it's just the acorn stretched and and then grated into strips that were laid over the original, just to show what the attack will work like. The real blur will look like the one used in his spinning anim.
(09-14-2014, 07:14 PM)AshuraAlchemist Wrote: [ -> ]Good to see your character has the ability to turn into google chrome.
Nah, that's definitely the OSX wheel of doom. Might wanna add more detail/shading so it doesn't look like a plastic orb, though.
(09-17-2014, 04:23 PM)DaHog Wrote: [ -> ]
(09-14-2014, 07:14 PM)AshuraAlchemist Wrote: [ -> ]Good to see your character has the ability to turn into google chrome.
Nah, that's definitely the OSX wheel of doom. Might wanna add more detail/shading so it doesn't look like a plastic orb, though.
Nooooot likely. Also, there's really not much more detail I can add to it, and I'm not sure how the shading would make it look less plastic. Samus's own morph ball looks like plastic in her 2D games, except for in Zero Mission, where it looked more like a glass light bulb.

[Image: nlXIm2I.png]
So, I drew a new base for Shacklebolt. I realize the reason his previous running animation didn't work so well is because his body was shaped weirdly, so I made a new one for him. You can see the new version on the left and the old one on the right. This should make the new running cycle look better. His body is a bit larger, too, but shouldn't exceed the original bounding box.
[Image: lSQkM5Z.gif]
So, I finally finished the ground melee sequence. It starts with a 1-2 punch followed by a slash which uses the spinning top bomb animation, but with a couple frames tweaked to move better, and then a tail attack which leads into the head spin. The spinning attack has been shortened down to 4 frames, and no longer uses the 2- and 8-frame versions interleaved into a 16-frame animation, since switching between the two like that would make for annoying code, putting them together in a single animation takes up space, and this looks faster and better, anyway. I got the idea from CBL's spinning attack, which looks really nice.

EDIT:
[Image: ohAqOjJ.png]
I made a Minecraft skin.
[Image: y73C8M1.png]
Was messing around with one of Sketch's monsters, and decided to try something different with the shading this time around. Tried to give the blue dinosaur thing's head a more shiny scales look than my usual shading, which works better with fur.
It doesn't give off a metallic look and the lighting/shading is inconsistent. You can see from the frontal white spikes that the light seems to come from the top right. But when looking at the back blue spikes, teeth, lower eye lid and cheeks, the light seems to come from the top left corner.
Ohoho, this is rad! I'm definitely interested in seeing how this goes; But I also second TheShyGuy's crit. some of the lighting is a bit inconsistent.
[Image: qKkbrFJ.png]
So, I tried going out of my comfort zone with sprites, doing characters with average builds and all, and made a sprite of my friend's character, Feran, who you can see is quite buff. I've only ever tried drawing a muscular character once before, and it came out really bad, so I'm a little anxious about how he came out.

Down the suspect lineup, we have Belle, who I made because of the recent flood of Disney sprites on TSR, and a couple koopas that I don't know if I already showed or not. I've noticed the ones that stand up often have their shells change shape when standing on two legs, and then go back to being round when they retract into them, so I tried to see how it looked if the shell kept its shape while tilting back.

I'm gonna be practicing with different body types and clothing, so expect lower quality sprites (than usual) for a while.
[Image: FyppNmL.png]

Couldn't sleep last night when this popped into my head. Dust's coloring makes him kind of difficult to sprite, so I did my best. I suppose this could count as part of my training; working with unusual outfits.

I shaded Arah like that because it looks closer to his in-game sprite, and my typical style makes him look cluttered.
[Image: BPk3okg.png]

Need some feedback. Which do you guys think is better? Horrizontal or vertical lifebars? The yellow is for health and blue for energy. I'm also thinking of a different background color for the portraits. I figure maybe it's not a bad place to use absolute black, but what do you think?
I'm particularly fond of horizontal health bars, so go with those. Besides, it's common to see those in games and hardly anyone complains about them.
[Image: qKkbrFJ.png]

I like the man cow but the pecs(big chest muscles) need a little adjustment. The line in the middle is off center looks like it's running over his shoulder, it should be centered in the chest running up to his neck then forking for the traps(big shoulder/neck muscles). His left nip also looks a bit off for that perspective.

[Image: chest_muscles.jpg] [Image: 14102256(300x300).jpg]
(10-13-2014, 06:26 PM)Midi Wrote: [ -> ]Horrizontal or vertical lifebars?

Horizontal all the way. I think a horizontal health bar stretching across the top is less obstructing to what's going on than a vertical health bar stretching across the left or right (especially if you can get more health through power ups and the health bar becomes longer).

As for the background color of the portraits, maybe you can make it a relative color to health (i.e., darkening as health goes down, or starting at green and ending in red)? Although, that might be a bit odd, seeing a you already have a health bar indicating your current health status. Maybe just make it flash red when you get hurt?
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