Pixels of Nash the Mutt - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Spriting and Pixel Art (https://www.vg-resource.com/forum-14.html) +----- Thread: Pixels of Nash the Mutt (/thread-21950.html) Pages:
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Pixels of Nash the Mutt - Doc Melonhead - 11-21-2012 Decided to post some sprites made from scratch. These are for a game that I'm might be able to have made once the guys at my job were experienced enough to make such a thing. Might post the sheet soon. Stance Run Jump Climb Punch Kick (midair) Guard Hurt Death And yeah, those were small (around the size of 8bit megaman), but it made it easier to crank up animations at such sort notice. RE: Pixels of Nash the Mutt - Garamonde - 11-21-2012 Wow, your animations are really smooth and nice to look at. As for actual crit., I'm not sure about the contrast on his pants... I think it could do to be a little bit higher, like the darker brown on his face. RE: Pixels of Nash the Mutt - Zadaben - 11-21-2012 His punching/walking/jumping/hurt animations seem stiff, as if a magical invisible rod is impaled through his body, holding it at a 90 degree angle. RE: Pixels of Nash the Mutt - Doc Melonhead - 11-21-2012 (11-21-2012, 11:39 PM)Zabadabenabadaba Wrote: His punching/walking/jumping/hurt animations seem stiff, as if a magical invisible rod is impaled through his body, holding it at a 90 degree angle. I think it's mostly because I use the same body part for most of the sprites. I might have to make a new body base for the jump and the uppercut. here's he is at all angles: RE: Pixels of Nash the Mutt - Gors - 11-22-2012 the punch animation lacks range. In a game, this means you'd need to be uncomfortably near an enemy for the attack to connect. Increase it a bit more to give the 'player' more breathing space. RE: Pixels of Nash the Mutt - Koopaul - 11-22-2012 Very impressive animations! I agree for gameplay reasons those arms should stretch longercor the fist should grow bigger like Mario's fists do. Atleast for just one frame. It will go fast enough that people won't notice the change much and it will seem more like an effect rather than the limbs changing size. RE: Pixels of Nash the Mutt - Doc Melonhead - 11-22-2012 I might fix the punch attack with the hit box illusion/effect similar to Noitu Love 1. Graphic wise, I ran out of space to extend the punch (32x32). RE: Pixels of Nash the Mutt - OverlordNext - 11-22-2012 Hey these are cool! The aminations are so smooth!! Good work! RE: Pixels of Nash the Mutt - Doc Melonhead - 11-24-2012 Somewhat Nash the Mutt related: They're arranged like that to make it easier to extract tiles and put them together. RE: Pixels of Nash the Mutt - Doc Melonhead - 12-26-2012 Closeup of Nash's face RE: Pixels of Nash the Mutt - Bombshell93 - 12-27-2012 I'd be very interested in seeing the designs (assuming you designed the character before spriting) that mug shoot is really nice! as for crit his shoe on the midair kick seems to have turned into a floppy pancake XD RE: Pixels of Nash the Mutt - Koopaul - 12-27-2012 Yeah it reminds me 90's video game characters. Always a good thing to me. Sick of seeing those space marines and tight pants wearing- *Ahem* Yeah looking good so far! RE: Pixels of Nash the Mutt - Doc Melonhead - 12-27-2012 Once again, thanks for the Critiques. Here some textures for the tiles (all in chocolate flavor) RE: Pixels of Nash the Mutt - Bombshell93 - 12-27-2012 top 2 to the left look good for mud / general dirt 2nd from the top seems a bit noisy and fine detailed, given the style of the character it may be better to stick to things like the 4th one down. RE: Pixels of Nash the Mutt - Gors - 12-27-2012 the ball looks like a disk than a boulder, is that your intention? |