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Jappio's RPG Sprites
#16
[Image: Ce2N946.gif]

I tweaked the speed and placement of the sprites. That added a couple frames so I don't know if it's doable for you, and I am not happy with the floatiness of the jump. Though I think it's worth a look, as I believe it has more impact and force in the attacks now.

[Image: wZ2KB2H.gif]

edit #2.
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
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[Image: deT1vCJ.png]
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#17
Thanks Gors, it looks really good like that. Sadly, I haven't much control over frame speeds (outside of just repeating frames to make them last longer), and that's more of a thing that the guy implementing it in the game will have to do (I don't know if he'll have much control either).

In other news, more work on Raizou. Did some general shading/size work on the rough stuff to get a better idea if I'm heading in the right direction. I dread the next part where I'm going to have to start adding detail. Hopefully what I have so far is work though.

[Image: 8TlYJdA.gif]
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#18
Well before moving onto the details in the animation, I wanted to make sure I have most things in order for the base sprite. I fixed up his shading to better match the style I'm going for. I did a few other tweaks like changing his hand color so he has his gauntlets. I do have a few details I lack in this frame I plan to add later when I'm adding small details (like the chains that cross his chest and the shield on his back).


[Image: 333kefs.png]

I have two just because I wasn't sure which I liked, but thinking about it, I will probably be going with the tanner one.
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#19
(10-03-2013, 05:22 PM)Jappio Wrote: [Image: 8TlYJdA.gif]

If you are able to speed this up a little and possibly add a few more frames, you could actually go somewhere with this animation.

The shading style is also pretty good, so you're on your way.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#20
(10-10-2013, 05:30 PM)E-Man Wrote: If you are able to speed this up a little and possibly add a few more frames, you could actually go somewhere with this animation.


I can double the speed:
[Image: ezimba15600972031600.gif]

Where would I need some frames?
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#21
[Image: Q3kM1EC.gif]

i edited it, the frames with stars are mine. I added some momentum in the charge, blow and added an extra frame to loop better.

actually i could do it even better, by making him lunge forward when swinging. atm he is sliding backwards and no one does that. that's like, walking three steps before throwing a punch. You won't reach the enemy. this animation doesn't really make sense.
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
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#22
Ok, so I worked on the positioning some with this, so there is some lunging with the strike. I didn't add the frames to make it loop, as it's not supposed to. Once the attack is complete, he'll snap away back to his idle elsewhere on the screen, so looping is unnecessary.

[Image: 33xklyv.gif]

Tampered the best I can with the speed, but again my control is limited in that field with the tools I use.
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#23
it does look nicer but his feet are going lower on the ground when he swings the axe. try keeping his feet in the same height, buy keep the horizontal movement

about the animation software, what do you use? i may know a better alternative that lets you animate things easily, have you ever hears of Previous Gif Animator? you may find it somewhere in the gamedev section.
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
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#24
I'm disappointed with how little time I've dedicated to spriting lately. Yet I've gone and fixed up the positioning.

[Image: ezimba15600985697200.gif]

I'm holding off on detailing till I make sure I have the frame count/positions good this time around.
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#25
I love that little fox, he's so cute. ^^ Are you planning on making this a full game? If so, I can't wait to see the overworld sprites.
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#26
Yep, a full game. Although not everything will be custom by me, such as unimportant NPC's and such. Lots of work still has to be done. The battle system is still being built. Dialogue is being worked on slowly. I'm primarily just the spriter at this time.

I do already have overworlds for most of the crew. However Ira and Moonblade are being replaced by two people we've yet to fully decide designs for.

[Image: AllprotagonistOverworlds.png]
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#27
Yeah, those look cool, but the side view walking looks a little stiff. The arms don't move much. I think they should rotate a bit at least.
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#28
Thanks for the comment, but with the overworlds I'm following another style. Might change though, as I was basing on the built in overworlds, but the game maker has changed the program once or twice.

Well, been busy, so haven't done much work. Finally got a second frame going.

[Image: ezimba15600962491000.gif]
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#29
I dunno if you'd like the idea, but there could be like a town/village/something that has Kirbies as the inhabitants.

like, a training house to battle a Kirby ; a store to get health, that stuff.

I thought of the idea cause there's a toad.
c e r t i f i e d   m e m e l o r d .
>> https://www.youtube.com/channel/UCM0jv_z...IciomDGEmQ << you should check this out
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#30
I see. Will it be a commercial game? I've considered going back to GM myself, but since it doesn't support Open Pandora, I decided to stick with SDL.

So, is Ryu the player char?
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