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ekobor
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Quote ekobor Replybullet Topic: Emote Set - ekobor
    Posted: 24 June 2011 at 5:49pm
I am one of the many playing with emotes.
This is where I started:


jalonso suggested trying to make it into a 'baby PJ nerd' by adding hair and freckles.
I have tried this here.
Hair, hair and light freckles, hair and dark freckles:
        

I like the idea of hair better than the baldness I had. I'm just not sure this is the right kind.

I'm looking for suggestions. ^-^


{e} I have also been working on animations. First is No:
Six frames, more extreme shake:

Two frames, minor shake:


I prefer the further shake, it feels smoother, but the smaller shake is a little less emphatic.

Edited by ekobor - 17 July 2011 at 2:08am
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jalonso
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Quote jalonso Replybullet Posted: 24 June 2011 at 7:42pm
I love your set a lot and a baby nerd is clever and cute.
What I don't groove on is the red color palette. If you look at the nerd it leans to brown so as a baby it would probably have been more pumpkin orange colored. With this hair I see more of a little boy nerd than baby. I think babies would have less/thinner hair. Of course, little boy is cool too.

This red palette is good maybe for mad/angry/devil emotes. If you do make a PJ baby nerd then you'll want to have one with a pacifier.

Six frame is nicer than two frames.

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ekobor
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Quote ekobor Replybullet Posted: 24 June 2011 at 9:51pm

Playing with hair style and colour. I like the first and middle colours best, but they seem a bit washed out compared to what is usually considered pleasant.
I like the lighter freckles, they are less distracting.

Tried adding the original hair to the animation. It's a start. I am... less than proficient with asymmetrical rotation.


And an eyeroll:


Oh, and a pacifier for you jal:


Edited by ekobor - 24 June 2011 at 10:58pm
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jalonso
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Quote jalonso Replybullet Posted: 25 June 2011 at 6:49am
I personally like the first ornangy version best because its the most subtle overall. Emotes always want to be clear, readable and to the point to be successful. For that reason, I wonder if bringing everything down will make for a better set. Emotes for the most part is the eye/lip combo that makes a good or bad emote. In my edit below (right side) all colors where brought down and the eye/mouth emphasized more (black). Just a thought not telling you what to do, k.


The pacifier is adorable and its good for the sleep emote too.

This is by far your best ever work on the pixel level and shows much improvement. kutgw.


Edited by jalonso - 25 June 2011 at 6:49am
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ekobor
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Quote ekobor Replybullet Posted: 25 June 2011 at 8:26pm
This is everything I have worked on so far, and includes the current emotes that I have not done, and some that I have done that do not have a current counterpart.
It also includes the animation frames I have done; I am still tweaking the animations, but will get the animated ones up in a mo. The anger, kiss and =P I still feel especially need more work.


{e} Animations I've started. They don't all have the new skin tones, but that doesn't matter right now:
                        

Chatting, Angry, Dizzy/Confused, No, Sleep, Cry, Wave, Fave.
The whole idea of "if you can't tell what it is, it isn't a good emote" should apply, but I figured I say anyway.

jal: I took your skin tone under suggestion as I found it a good idea, so I made an adjustment in that vein.

Thank you; that means a lot. This is the size I am comfortable with and have worked at for a long time. Much of my work here at PixelJoint has been to try and increase my range. I find that I always end up returning to my sprites though, and am happiest working on small pieces like this. There just isn't much call for it I'm afraid. /:|

Edited by ekobor - 25 June 2011 at 11:39pm
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Quote ChrisButton Replybullet Posted: 25 June 2011 at 9:24pm
Coming from an animator's point of view the head shake would
probably look better with some easing in and out of the two keyframes,
which in your case is when the head is completely left and right.

I was thinking about how you'd go about doing that in the context of
pixel art and you probably wouldn't be able to anyway between the
distance is only a mere few pixels away.

If you're actually bothered to try, try and double up the frames near
the start and end to create an ease in and out. It's all experimenting,
as I've never actually animated with pixel art.


Edited by ChrisButton - 25 June 2011 at 9:25pm
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ekobor
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Quote ekobor Replybullet Posted: 17 July 2011 at 1:54am


Made a bit of progress.
I can't find a layout that is easy to read.
A few of them are bigger than 24x24.
There are three I can't figure out what to do for (The bows and birthday).
There are also still a few that don't have counterparts in the current set. I left them in because I like them.

Edited by ekobor - 17 July 2011 at 1:59am
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Quote jalonso Replybullet Posted: 17 July 2011 at 6:03am
They can be slighly larger than 24x24 just try to keep it close to 24 on the height. The width is far more flexible. The main reason for this is just to keep the linebreaks in a comment nice looking. For example:

This here comment with some emotes
within them  (< notice how this size keeps a paragraph nice looking)
looks better when the height
is 24x whereas if too large  in height
messes up the (< notice how this size breaks the line) line break start to look ugly.
This is just a PJ staff peeve and not really
a must.

Note on your latest update:
The green skin seems a little bland...just a little.
The red devil emotes don't read as such. Maybe the hair can be mirrored so it looks to be horns and the flesh a bit redder?
Bigger/longer tongue on :p
Kiss is not 'kissy' enough.
On the 2 emote where the head moves side to side the face shape seem to get thinner/change shape.


Edited by jalonso - 17 July 2011 at 6:07am
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Quote ekobor Replybullet Posted: 17 July 2011 at 9:09am
I took that reasoning into account(as well as my own distaste of lines being interrupted), so only four are taller than 24, (1, 2, and 3px, and the sleeping one is 10)
Four are wider. I took less care to keep the width 24 since it wouldn't interrupt text flow as much.

I pushed the greens a lot rather than a little, as well as the devils' reds and horns. I'll probably reduce them a bit, but I wanted to try a stronger approach than I had; most of them are the same colours, so a bit of push is kinda nice...


Also added a zombie beside the brainslug...

Edited by ekobor - 17 July 2011 at 9:12am
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