04-16-2009, 07:44 PM
You know, for the sake of keeping the project afloat I suggest you heavily rethink the sprite-style. Really; don't try so hard to emulate the guy's concept drawings.
For one, resize the characters down to 32px height for overworlds. You can scale up using an algorithm similar to Scale2x.
In battle, you can try for the sprite size you have now so it's high-res but try not to overdo it because it's going to be as hard as hell to sprite all 493 equips. - meaning like, keep the player character's directions to iso-4 and have an idling 4~6 frames for the player characters MAX. And maybe minimal frames that can be looped for attacks. Otherwise, you're never gonna get this done. :I
Even still, in-battle I'd suggest 64px height chibi characters with a 32 (or 64) color limit.
Otherwise, you and the spriters are gonna be killin' yourselves.
Game concept still is amazingly sweet - it's kind of a bummer though you're doing this with Pokemon and not coming up with your own beasts, because this is dojingame-quality work. >:
For one, resize the characters down to 32px height for overworlds. You can scale up using an algorithm similar to Scale2x.
In battle, you can try for the sprite size you have now so it's high-res but try not to overdo it because it's going to be as hard as hell to sprite all 493 equips. - meaning like, keep the player character's directions to iso-4 and have an idling 4~6 frames for the player characters MAX. And maybe minimal frames that can be looped for attacks. Otherwise, you're never gonna get this done. :I
Even still, in-battle I'd suggest 64px height chibi characters with a 32 (or 64) color limit.
Otherwise, you and the spriters are gonna be killin' yourselves.
Game concept still is amazingly sweet - it's kind of a bummer though you're doing this with Pokemon and not coming up with your own beasts, because this is dojingame-quality work. >: