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Faeldspr's Top-Down Sprites
A 'ceiling' (by that I mean the one in the out-of-bounds area by the walls) tile for the metal environment.
[Image: RivetCeiling1.png]
Has anyone got any tips for doing walls?
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First attempt at a chest. I attempted to make it more square and sci-fiy rather than a wooden chest, but still resemble one slightly. I based it off the ALttP one. I don't really think the dithering worked, but thought I'd post anyway.
[Image: Chest1.png] [Image: chest.png]
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If you want the top to be roof-like, you need to move the upper edge upwards instead of having it in the immediate center between the other lines. Besides I would not put a dark inline there, but use the highlight instead as it is still one piece.
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(04-19-2012, 12:49 PM)Previous Wrote: I'd suggest to rounden the back a bit, place the arm a pixel farther back and not at his neck and to remove the line between body and leg since that makes it look as though they weren't connected. Also, the shading on the back should not follow the backs outline, but convey its volume.

Long time no post. Especially on this but here's an updated velociraptor.
[Image: WestM7.png]
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See, it's getting better :-)

The arm should be pointed foreward rather than hanging directly downward. Move the claw two pixels foreward or so.
Thanked by: Jamuk
This better?
[Image: WestM8.png]
Also, here's a walking animation I did but with the old sprite (i.e. the arm isn't forward). It's just the legs for the moment, I just wanted to see how it went.
[Image: WestM7Walk.gif]
[Image: WestM7SheetNeat.png]
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It's very hard to judge the animation until all of it is moving. Put some work into making the body move up and down, have the tail swing side to side slightly, and bring the head down while he's running. Have a look at some videos of a veolciraptor running for reference.
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You're just moving its legs back and forth. You're not actually bending them at thje knees or anything. He should lift his feet!
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There is actually a 'leg up' frame, but it's quite confusing and quick. Hopefully I've fixed this now. It think the tail is a bit quick but how does this look?
[Image: WestM8Walk.gif]
[Image: WestM8SheetNeat.png]
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You are moving the leg as if it was one chunk. Refer to this picture of a bird skeleton, your raptors leg bones would be similar. Keep the skeleton in min when animating the movement, think how thigh, shank and foot would actually move and how the angles change.
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Going back to the marine, why are his legs and pelvis so HUGE?
They take up like 3/4ths of the body, and the torso is tiny while the pelvis is almost as wide as his shoulders.
You need to shorten the legs and move them in a bit, while lengthening the torso...

Here, I made a quick edit. This is in no way usable since it's really flat and I just kind of dragged stuff around and used the fill bucket to fill in areas, but this is roughly the proportions you want to go for. Try getting yours closer to this.
[Image: feldsparedit-1.png]
[Image: ndsMEF0.gif][Image: sig.gif]
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@Vipershark: I wanted to make him look sturdy but your edit is better. I might have a go at that when I have time.
On the raptor, I noticed for my standing sprite, that the legs are the wrong way. i.e. They have rear facing knee-joints as opposed to forward facing. Should I rectify this before animating? I just thought it would be easy to pose them if I fixed them.
Just had a thought, these two are more or less to scale. Maybe I could merge the games somehow...
[Image: ItemGetEG.gif][Image: WestM8Walk.gif]
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I've been thinking of making an assist for tFR for ages but didn't know what to do. I found this old half-finished Smaug in my files and decided to develop that. I did this ages before I came on tSR, and as you will see it has a huge palette.
I thought perhaps Smaug comes on the side of stage, breathes fire then goes back off stage or he flies across the entire stage, in a similar way to Ganondorf's Final Smash from Brawl.
Before:
[Image: Smaug.png]
After:
[Image: SmaugtFR-1.png]
Thoughts?
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Some of those highlights make no sense, and most are a weird shape. Are you using the TFR palette? Because it doesn't quite seem that way...
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It is the tFR palette, it's just that it didn't have that great a red IMO, so I've used a dark red for the main, light brown for the highlights and a dark brown for the dark shade.
Yeah, I wasn't quite sure what to do with the highlights. This any better?
[Image: SmaugtFR-2.png]
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