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Messages - ZoSo

Pages: 1 2 [3] 4 5 ... 16
41
Graphics / [Help]Bottle Sprite
« on: August 13, 2012, 11:37:59 pm »
Hello all, currently working on a bottle icon in ST style for my project. I'm having difficulty on 2 fronts; 1.) The shape, ST icons are always at an angle and the bottles curves are proving difficult for me and 2.) the reflective sheen on the bottles surface to give it that round appearance. Here is what I currently have, any edits or comments are welcome :)

Edit: Getting closer, but still a long way to go. Any suggestions?

42
Graphics / Koo loo limpah!
« on: May 29, 2012, 10:50:01 pm »
Thanks for posting that star. It was not intended to make any feel badly or sound like I don't appreciate everyones input(because I do  8)).
So I've been working on a new sprite, and it's everyones favorite creep!

Cannot match the style of OSMs Link, any suggestions?
Image refereance for those wondering about why he looks like he's being strung up lol

43
Graphics / Re: [Help] Windmill
« on: May 26, 2012, 10:43:12 pm »
I'm not much of a spriter, but I've been working on some graphics for my project. I've started tiling Kakariko Village, and need to sprite my buildings.... I've begun the work on the village windmill.
What I want:
http://images.wikia.com/zelda/images/e/e0/Ferris_Wheel.png (image too large for the forum..)
What I have:
I think I have a fairly nice start, but would love to hear C&C.
Well your newer attempts are coming along nicely, but can you please give Link his classic brown hair?  I'm sick of Nintendo making him a blonde; it doesn't fit him at all :P.
Nope,he'llbe blonde :P
If this is for a game, I'd recommend just drawing the windmill blades in 1 pose, and use whatever engine you're using/programming in to draw the blades at the different angles

This is a good idea, btw. I strongly recommend you follow DJ's advice here.
I was hoping DJ would pop into this thread! I'm probably going to follow your advice star, and only have 4 blades for ease of animation purposes, and I will use the engine for animating.
@DJ any c&c? I was hoping to get one of the true pixel artists advice in here, no offense toanyone else :-X

44
Graphics / Re: [Help] Windmill
« on: May 24, 2012, 12:39:24 am »
Something like this?

New:

45
Graphics / Re: [Help] Windmill
« on: May 22, 2012, 10:37:32 pm »

BUMP
C&C please, I need to clean up the angled blades from the rotation, but cant figure out how to shade the canvas :-\ And also deciding the length of the bottom two blades..

46
Graphics / Re: [Help] Windmill
« on: May 16, 2012, 12:02:55 am »
Thanks for the tip max, it definately helped..

47
Graphics / Re: [Help] Windmill
« on: May 15, 2012, 03:18:23 am »
It's the central hub where the blades meet.
Update:

48
Graphics / Re: [Help] Windmill
« on: May 14, 2012, 10:20:35 pm »
I know, credit will be given, I didn't mean to imply I made the Link sprite. I only did the widmill part, full credit for Link goes to OSM. Other than that, any c&c on the windmill?

49
Graphics / [Help] Windmill
« on: May 13, 2012, 02:43:16 am »
I'm not much of a spriter, but I've been working on some graphics for my project. I've started tiling Kakariko Village, and need to sprite my buildings.... I've begun the work on the village windmill.
What I want:
http://images.wikia.com/zelda/images/e/e0/Ferris_Wheel.png (image too large for the forum..)
What I have:
I think I have a fairly nice start, but would love to hear C&C.

50
Graphics / Re: Item Circle
« on: May 03, 2012, 02:57:51 pm »
Started work on the menu system.

Currently working on animating the menu's cursor and the equipment menu...

51
Graphics / Re: Item Circle
« on: April 27, 2012, 02:05:29 pm »
Close Star, it's a part of the HUD. When originally posting I didnt quite know what to call it, lol Mock up:

52
Graphics / Item Circle
« on: April 26, 2012, 03:45:48 pm »

This is an item circle I made for my game, but am not completely happy with it. It was based on early screens of SS. Any advice for making it better/ edits would be appreciated. I'd also like to have ornamental vines wrapping around it, but I cant sprite vines for my life :x Any help would be welcomed. Thanks~

53
Graphics Requests/Archive / [Request]ST style menu icons
« on: April 20, 2012, 03:46:46 pm »
Hey everyone, I'm in need of a few spirit tracks style inventory icons. Here's what I could use right now:
Worn Sword

Hylian Shield

Rupee Shard

Ring Box

Bottle

If someone could try their hand at any of these, it would be greatly appreciated :)

54
Audio / Re: Just got a mandolin, me playing Zep 10 Years Gone intro
« on: January 21, 2012, 09:57:55 pm »
Sounds very messy... Ten years gone was one zeppelin song where Jimmy Page was actually very clean with his playing. The chorus part was pretty good though. Tighten it up and it'll sound great. Nice song choice btw, one of my favorite Zep songs ever.

55
Coding / Re: (help)OOT style Octorok
« on: January 06, 2012, 03:37:46 pm »
Yes, the animation has 6 frames(same animation as jumping up), and it doesn't like it when I set the animation speed to 0, the animation stops at the last frame but doesn't change the objects state. And yeah Niek, that was my plan for the transitions, except adding a rest period if you get to close and make it disappear, so that way it won't pop right back up if you move back within range.

56
Coding / Re: (help)OOT style Octorok
« on: January 05, 2012, 04:37:34 am »
Thanks for the start X. One question though, I'm trying to go to a different state if you get to close called "dive". I set it up in the switch statement as
Code: [Select]
case "dive":
image_speed = .5
if (image_index == 5)
state = "hide";

break;
, it sets the correct sprite, but the animation just keeps repeating. Any idea what could be causing the problem?

57
Coding / Re: (help)OOT style Octorok
« on: January 02, 2012, 12:06:54 am »
Essentially, except the Octorok doesn't hide between shooting, it remains on top of the water vulnerable to projectile weapons.

58
Coding / (help)OOT style Octorok
« on: January 01, 2012, 11:46:35 pm »
So I've been working on an oot style octorok that appears out of the water when close enough and hides when too far away or too close, but have run into a snag....
Code: [Select]
//Create
//sets up current state
state = "hide"

//Step
//makes octorok appeaR or hide
if (distance_to_object(objLink)<48){
 state = "jump"}
 if (distance_to_object(objLink)>=48){
 state = "hide"}
 if (distance_to_object(objLink)<16){
 state = "hide"}

//sets up sprite based on octoroks current state
 switch state {
 case "hide": sprite_index=sprite13; break;
 case "jump": sprite_index=sprite12;image_speed=.5; break;
 case "idle": sprite_index=sproctorok;image_speed=.4; break;
 case "shoot":
 }
 
 //change state to idle after jumping up animation ends
 
 if (sprite_index=sprite12 and image_index=5){
  image_speed=0
 state="idle"
 }

Right now I have a problem changing from a jumping up animation to the idle state waiting to shoot. Any thoughts?

59
Entertainment / Re: Final Fantasy XIII-2....LOLWTF?!?!?
« on: February 06, 2011, 09:36:49 pm »
I'm currently still working on the game, just defeated barthandulus for the second time and returned to cocoon, but when I saw that there was a sequel I was stoked. Though I still need to finish the first game, personally I cant wait.

60
Graphics / Re: Submit a request(small, please)!
« on: August 20, 2010, 04:55:07 pm »
Okay, I've got two more ;) First is the raccoon from links awakening(first pose the only one necessary) in the style of this sheet:
Second is this rupee as a Spirit Tracks style icon, but in a gold color(same angle as the previous ones):

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