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Rukiri

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@Rukiri:  Dithering is still hiding banding with texture.  What makes colors clean?
Simplification, not overloading a sprite with heavy colors or large large amounts of colors for shading. 
 

skeezixs1

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Ok the head is finished I need to clean up some of the noise to it but other than that is the head looking ok? Gonna need to make him a body next. 

 

Ronove

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blaugh i thnik the sliding came from.. actually sliding lol. thanks for pointing it out i changed it(top before, bottom after/current)



(3-2-1-2-3-4-5-4-)



maybe it looks better like this; I mean it doesn't show the passing frame twice so it looks more snappy. but then it would be animated different to the front walk cycle..

(3-2-1-3-4-5-)



maybe it lOOKS FINE LIKE THS

(1-3-5-)



AMUEB
The first gif kinda looks like they are moving backwards! Dunno why.

But the only issue I have is when you're moving the leg nearest to us forward and the other one way back. Cause the way your lines are, it seems to look at least to me that the butt is turning toward us but the chest remains in a fixed direction so it confuses me. I like the fluidity of the first gif though a lot. Just for some reason appears to be walking backwards to me and the weird frame I've mentioned above. I might also be entirely wrong but that's the only thing that immediately came to mind.

EDIT: although it just could be my confusion of it looking like the legs are walking backwards. I dunno what is up with your first gif but it's messing with me!
 
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SLEEP

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EDIT: although it just could be my confusion of it looking like the legs are walking backwards. I dunno what is up with your first gif but it's messing with me!
Here's the gif twice but one is reversed.. not saying which 1 because the point is do either of these look right?

 


guh i see what you mean now and i also can't unsee it  ;_;  i will fix the butt aswell 
 

Crazy_Leen

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@SLEEP: (which I'm totally lacking at this point so I hope I make at least some sense...)

It feels to me like the main problem is, that the template's 2nd and 4th pic is raising its knee in order to walk,w hich lets its steps look very forced.

When you walk, you don't really raise your knees, unles you wanna step over something, you just kinda put one leg after the other.
So I'd first suggest you'd remove that, and just leave the leg straight.
Second thing is, that both the weird leg thing and the down-forward bobbing of the body make it look like it jumps a lot.
You are using 5 frames, which should give you some room for smoother animations.

Just from a theoretic standpoint (it'll always have to be looked at), it should look nicer or at least fine, if you let it go down either just once for example when you are at frame 1 or 5, or let it go down one each, so Standing is normal, first frame is one pixel down, second frame is another one down. I personally try not to let them bob forwards, because a character already will move on his own. If you let him bob forwards in one frame, he'll also have to bob back, and that can make them look a bit jumpy. but that's just how I feela bout it, it might be not that visible when they are actually moving forward.
 

Banquo

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Working on 6-frames custom sprites for my project:



What do you think?
 

Celianna

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@Sleep I think, in this style, having the leg bend at the knee is really throwing us off. If he doesn't have feet, why add a knee? Try to animate it as if it were a straight leg.
 

Rukiri

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Working on 6-frames custom sprites for my project:



What do you think?
Your frames aren't aligning, I'm not great at animations but animations should be fluid not wobbly. 
 

Banquo

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@Rukiri:

You mean them wobbling left and right? I thought it would make them look more dynamic. :/

Fixed that.

Maybe I can also put the legs of the sideway movement closer together, so it looks smoother.
 
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Caz

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Ok the head is finished I need to clean up some of the noise to it but other than that is the head looking ok? Gonna need to make him a body next.

I had a feeling that your WIP from the other page looked really familiar, but I didn't wanna say anything too soon. By chance is this heavily referenced from the 'Lost Soul' enemies from the game 'Doom'?

 

skeezixs1

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Yeah that is what I was using as a reference for a starting point then was gonna draw out a armored body to go with him.
 

Caz

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I thought as much! Personally I think you've taken a lot of inspiration from the original style, which is actually not necessarily a good thing in this case. I think it's good that you were able to copy a style well enough for me to recognise it from just half a face, though Doom's style is very much intended for a different kind of game, namely in that it's for a 3D shooter where 3D environments mix with 2D sprites, and understandably the colour limit goes completely whack.

I'd advise looking at some colour/lighting tutorials and looking into how to use a much smaller palette to convey texture and light sources.
 

skeezixs1

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Yeah I was eyeing from my laptop to my desktop coping the pixels about the same at the same time scaling it down and making a few changes to it. Then was gonna go back and remove a bunch of the noise and trim it to fit a dark knights body of some sort. But I see what your saying. Was just looking for a cool flaming skull to get the ghost rider meets shadow knight look.
 

Caz

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I think you might be better off building up from the start, to be honest. At least in terms of coming to grips with techniques, it'd help you in the long run if you're picking up pixel art. (This will also help you to develop your own style.)

What I mean to say is: pixel your basic skull first so that you understand its shape and texture. Then pixel your flames, their positions, their vibrancy in certain areas, how much light is going to be put out and where. Then use that information to add the appropriate shading to your sprite.

Don't start with something super complex that you need such a specific reference for. Ideally you should start with very basic geometry first and build more detailed shapes from there on.
 

skeezixs1

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Ok cool really still learning all of this stuff. Just started rpg maker in June and trying to learn pixel art and some ruby. Used to pen and paper stuff. Liking this a lot have already logged about 500 hours or so creating stuff to make something. Its been a blast and looking to get better at this. Is there a drawing pad periphel that you would recommend drawing with a mouse is such a pain. Any help would be great.
 

Musashi

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I'm trying to make a 48x96 random character only to see if it would make a good character base , but I'm not sure of the results:



 

Valkyriet

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I think it looks good, Musashi. Two things though :

1. Perhaps the legs look a bit skinny compared to her hips? 

2. It feels as if she's being forced to stretch out her fingers. So, a slightly more inwards curve on all the fingers (except the thumb) might make it seem more natural when she's walking. Just a suggestion though, not sure if necessary.
 

Brigg

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You put a lot of work into that to not complete her face. I'm assuming it's not finished. If so, I would raise her eye lvl and clean up the face some. Looks great tho!
 

KanaX

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Just showing it off. I worry about the compatibility with the rest of the tiles, but it's still kinda nice. I might make the "carpet" texture a bit more apparent.

 
 

Sharm

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That carpet is going to clash with and upstage everything.  It's just way too bold.  Also the lines and details are just too crisp to be believed.  I suppose you could get that sort of exacting detail out of something as thick as yarn but it wouldn't be very comfortable if you did.
 
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