Posts: 3,612
Threads: 81
Joined: Jan 2009
It's interesting to see how much this project has changed!
I think your current side sprite is slightly off-balance, so I've changed a few things to make some clusters look more pleasing to the eye:
Keep it up!
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
Posts: 607
Threads: 25
Joined: Mar 2012
12-08-2012, 05:42 AM
(This post was last modified: 12-08-2012, 09:22 AM by Bombshell93.)
thanks for that
balance fixes, leg placement fixed (the legs looked odd if you animated the sprites to look around, I've fixed this by making leg length even and aligning each sprite to the position of the heels of the feet), offset fixed (GIMP was having a derp with the 32 x 32 grid misaligned, fixed it and now the sprites are properly centered)
EDIT: I think I'll actually not make the leg animations yet, diagonal sprites seem more important, but I've completely lost on how to make the diagonal sprites, if anyone has any tips they'd be a great help.
EDIT: I'm getting along okay at the moment but the legs and arms I think will be the things to destroy me, simple approximation (which I've been using so far) won't do as at both angles the arms are at a bit of an angle and the legs... perspective is the death of me XD
EDIT:
Posts: 1,664
Threads: 50
Joined: Nov 2011
In the diagonal down sprite, he looks like he's facing downwards, kind of.
Posts: 607
Threads: 25
Joined: Mar 2012
thanks for that I've fixed it, I've also made a notable change in the colour scheme, which will be corrected, its just so I can restart the shading, I wasn't happy with how some of the hair tufts just looked like rubber spikes
I'm loving the new color scheme! Awesome job with this, I'm loving how this project evolved.
Posts: 607
Threads: 25
Joined: Mar 2012
12-08-2012, 07:22 PM
(This post was last modified: 12-08-2012, 08:58 PM by Bombshell93.)
A few developments, the slopes in the previous sheet are abolished! with the game planned as a shooter we want the gunplay to work well, but lack of the ability to shoot up or down makes multi-level maps a pain.
Also I like the sprites as they are now with the hair standing out, I've tried shading them but for the moment they look best like this. (edit: barring the lack of arms and 2 directions missing)
I'll likely be working on a few block types for a test level next, the game moving over from free rotating TDS to an oct-directional 3:4 shooter is a fairly large jump and I'd like to make sure everything still works (path finding and what not)
EDIT: front bunch done, now its only the back sprites which will probable be easier because most of the arms and the gun are covered by his massive head
Posts: 607
Threads: 25
Joined: Mar 2012
the back of the hair on the diagonal sprites is quite crappy but I'm fairly happy with the rest of the sprites
next up I need to detach the legs to animate run and strafe cycles, I'm thinking 6 frames per cycle,
5 directions (up, up diagonal, side, down diagonal, down, with diagonals and side mirrored for both left and right) strafing in 8 directions, 6 frames per cycle.
I have 240 32 x 16 leg sprites to make (32 x 16 is the smallest grid by the power of 2 which will fit any shape of leg sprites inside)
Posts: 1,222
Threads: 26
Joined: Aug 2008
The shape of the tuft of hair on his back sprites (including back diagonal) is really weird. Try making it smoother, because at the moment it looks like someone has drawn a box on his head.
Posts: 607
Threads: 25
Joined: Mar 2012
added lighting to the top of the head which gives the head much more form, it also adresses the D tuft box issue, the hairline on the back diagonals still needs fixing though.
before I do the legs I'm going to be working on the level systems of the game (level saving, loading, editing, etc.)
Posts: 1,222
Threads: 26
Joined: Aug 2008
It doesn't actually address the issue I pointed out. The tuft is still very angular and really doesn't look natural.
Posts: 607
Threads: 25
Joined: Mar 2012
if you mean the tufts at the bottom, the back sprite looks alright, its the diagonals I don't like.
If you mean the tuft on the top of his head, in the designs its not even attached to his head, its floating like some kind of sims icon, its meant to be that sharp D shape.
Posts: 1,222
Threads: 26
Joined: Aug 2008
Except it looked like a square, not a D shape. A shape is fine but from the back angles, it was just square on all sides. They look a bit better now, but move it out a bit on the backwards diagonal frames, and the shape needs altering on the full back frame: It should be flatter at the bottom than the top, at the moment it's the other way around.
Posts: 607
Threads: 25
Joined: Mar 2012
I've been working on the level editor (its now functional, needs a bit for work but it does what its meant to, edits, loads and saves levels.) I'd like to get some nice tiles going to play with and get a test level going, all that said I made a bit of progress on the character but not much
Posts: 271
Threads: 5
Joined: Oct 2012
These look cool but the feet in back side pose look very flat!
Posts: 607
Threads: 25
Joined: Mar 2012
first 6 frames out of the 204 frames of leg animations done, I'll be working on the rest throughout the night, I'll update when I have a significant amount done.
|