06-29-2014, 10:27 AM
I was just giving another example of how versatile a good base can be, cool your jets Gors.
Aaaaanyway, real critique:
First off, you'll want to make it past the base before you can really get anything going. Right now you've just got a base for an rpg character, which is fine, but there's not much to really critique. I would like to suggest not going 64x64, though, because once you reach that territory you might as well not use sprites at all and just go the digital art route (SAI, Photoshop, etc.). It's also a lot easier to mass produce small rpg sprites rather than big ones. I'd say stick with your original idea and go small.
Here are some examples of easily readable RPG sprites:
Right now you've just got a bald dude who looks kinda Minish Cap-esque, which I think will work well but it greatly depends on what kind of character you're making, what style you're doing the rest of the game in, etc. etc. Try using your base and making a character out of it, as that will help a lot in giving feedback - IE:
Your original base is fine as-is, there's very little minor tweaks I would change personally but they're honestly just nitpicks. Make something out of those and I can help more, otherwise I've got to critique a tiny naked bald RPG guy which is a bit hard to do. The only thing I can really suggest is make sure to use a lot of references when creating your animations as RPG sprites have been fine tuned over many years and they've basically got it down to a science. If you do decide to stick with the larger size sprites, you should definitely considering going the digital art route as giant RPG sprites look a bit strange.
Aaaaanyway, real critique:
First off, you'll want to make it past the base before you can really get anything going. Right now you've just got a base for an rpg character, which is fine, but there's not much to really critique. I would like to suggest not going 64x64, though, because once you reach that territory you might as well not use sprites at all and just go the digital art route (SAI, Photoshop, etc.). It's also a lot easier to mass produce small rpg sprites rather than big ones. I'd say stick with your original idea and go small.
Here are some examples of easily readable RPG sprites:
Right now you've just got a bald dude who looks kinda Minish Cap-esque, which I think will work well but it greatly depends on what kind of character you're making, what style you're doing the rest of the game in, etc. etc. Try using your base and making a character out of it, as that will help a lot in giving feedback - IE:
Your original base is fine as-is, there's very little minor tweaks I would change personally but they're honestly just nitpicks. Make something out of those and I can help more, otherwise I've got to critique a tiny naked bald RPG guy which is a bit hard to do. The only thing I can really suggest is make sure to use a lot of references when creating your animations as RPG sprites have been fine tuned over many years and they've basically got it down to a science. If you do decide to stick with the larger size sprites, you should definitely considering going the digital art route as giant RPG sprites look a bit strange.