Photoshop hates my tablet
Displaying 21-37 of 37 total.
prev 1 2
Please enter a numerical value for the importance of this sticky.
Enter 0 to unsticky.
Interference22

Quote:Originally posted by tulokyn

Quote:Originally posted by Troupe

I looked at your site also after reading Falthorn's post. Holy crap, your HoV is going to rock! u r gud, plz post maor kulerd pix plz kthx.

Thank you Troupe, you just gave me the extra burst of motivation that I needed to continue working on this damnable walk cycle.


I hate left/right walk cycles. They are the bane of amateur pixel artists across the globe. They make you want to write an RPG where all the characters are vacuum cleaners JUST so you don't have to animate walking!

Posted on 2004-06-26 03:46:19

arias

But hey, think of it really.. The walking animation + CHRs are probably the most-worth art in the whole game making process. Say you do an art cel, sure it's beautiful and it amplifies atmosphere, but how long do you see it? A couple of seconds. How long does it take? A couple of hours.

How long does a CHR walking animation take you? Maybe a couple of days. How long does it last? The whole game.

Cost-benefit analysis; CHR walking animation KIX S

:)

Posted on 2004-06-26 03:58:01

mcgrue

Quote:Originally posted by Interference22


I hate left/right walk cycles. They are the bane of amateur pixel artists across the globe. They make you want to write an RPG where all the characters are vacuum cleaners JUST so you don't have to animate walking!


...The Brave Little Toaster RPG?

Standard Left/right isn't that hard once you get used to it.

Making unique strides that convey characterization... now *that's* hard.

Posted on 2004-06-26 09:45:23

arias

I don't think making unique strides that convey characterisation is very possible within a 16x32 block, but yeah, I guess there *are* great talents out there who can do that. I'd consider it an easier task in a larger resolution.

Posted on 2004-06-26 20:22:45

mcgrue

Chrono Trigger's sprites were very uniquely animated.
Final Fantasy 6's were not.

Posted on 2004-06-26 20:58:22

arias

I'm not talking about vastly different characters.. like say, uh, Robo and Frog and Crono. They're of a different species so yeah.. I'd expect them to walk different. ^_^;;

I was actually thinking that you were referring to unique walk cycles between two human CHRs. Like, say, Lucca and Marle. Were the walk cycles really unique between them? I can't remember.

Posted on 2004-06-26 22:41:11

Alex

Quote:Originally posted by Interference22

I hate left/right walk cycles. They are the bane of amateur pixel artists across the globe. They make you want to write an RPG where all the characters are vacuum cleaners JUST so you don't have to animate walking!

Hey, that's why we use exactly the same animation for every character, right? :) I think the animation we ended up with is pretty good, though I was more pleased with the up/down than the left/right, but it could have been worse.

Posted on 2004-06-26 23:02:06

Interference22

Quote:Originally posted by arias

I'm not talking about vastly different characters.. like say, uh, Robo and Frog and Crono. They're of a different species so yeah.. I'd expect them to walk different. ^_^;;

I was actually thinking that you were referring to unique walk cycles between two human CHRs. Like, say, Lucca and Marle. Were the walk cycles really unique between them? I can't remember.


Actually, come to think of it, Grue's right: Chrono Trigger does do the unique stride thing.

Lucca has quite a repressed walk, for instance, while Ayla - being a cave girl - has a much more aggressive stride to convey her general attitude.

That IS hard. Damn you, Square.

Posted on 2004-06-27 00:00:30

arias

Ever noticed how a single white dot on Crono's hair was such an effective highlight? :o

Posted on 2004-06-27 00:30:26

Troupe

Did you notice that it appears Squaresoft has an entire division devoted to pixel hair. Look at the sprites in FFT. NO HUMAN HANDS SHOULD BE ABLE TO DO THAT.

...I suck at sprites ;_;

Posted on 2004-06-27 04:04:12

Falthorn

Quote:Originally posted by arias

Ever noticed how a single white dot on Crono's hair was such an effective highlight? :o


Ohaye. That's the cornerstone of pixel coloring. It's called color diffusion. When you shrink sprites down that far, extreme changes in color tend to bleed into each other.

That's why I'm constantly zooming in and out when I pixel.

As far as walk strides go, I HATE(hatehate) up and down walk animations. They're easy in theory, but you have to toy with automatic perspective, and when you're working with an already skewed perspective on the map (Look at Hahn maps: You can see the entire face of a building but not the roof, yet you see the entire outlaying grounds *ANEURYSM!*) perspective gets a little dodgy. I love side animations because you don't have to worry about perspective, and left/right is usually the same!

Fun != diagonal animations.

I actually animated diagonal walk animations for the Sully characters years ago, but vec hasn't put them in. Email your senator to complain.

Posted on 2004-07-01 18:33:14

mcgrue

Falthorn speaks truthfully. Back in the day when computers were 16k or 64k midgets that could handle only very small sprites with fixed palettes of 16 or 32 colors, the programming guides of the day used to tell you which colors could sit next to each other well, and which colors to put next to each other to give the impression of another color altogether.

</Maechen>

Posted on 2004-07-01 22:33:39

Troupe

"And that, as they say, is that." Would have been preferable.

Posted on 2004-07-03 00:59:03

Interference22

Perspective tends to go out the window in VERGE RPGs on a regular basis. I always tend to try to lay out my maps and CHRs to look like we're looking down at a 45 degree angle but it never *entirely* works like that. Ho-hum.

Posted on 2004-07-03 02:40:39

Ness

The perspective of all the things in my VERGE games are relative. It the item its self.

Posted on 2004-07-03 03:08:07

Gayo

I have to go with the others on hating side walks more than up/down walks. Blugh they're hard. But profile has always been my bane, as you can tell from my earlier posts here. What really get me are the kind of side walks many games do where the person walks straight to the side, but can be seen at an angle so you get both legs clearly -- it's easy to do standing, but it kills me walking.

Posted on 2004-07-04 05:03:13

Hyptosis

fuck me three directions from juicy falt, i didn't know about the tab key, thanks.

Posted on 2004-07-17 22:08:09


Displaying 21-37 of 37 total.
prev 1 2
 
Newest messages

Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
Verge-rpg.com is a member of the lunarnet irc network, and would like to take this opportunity to remind you that regardless how babies taste, it is wrong to eat them.