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IKHOR game dev spriting.
#16
Okay, I changed some stuff up again.

[Image: new_zpsjc631a5t.png]

On the down sprite, (which I know I said was done, but y'know), I gave him a more apparent foot, and a blue pixel in his hand to keep it from being a 3x3 skin-colored square.

I gave him a couple new poses, two of which are a sort of floating upward pose that will be a part of the death animation, and some weird majestic stance that may be used as a sort of magical activation pose.

Lastly, my favorite part, for fun I did a few Nintendo characters in the same style. You don't have to critique those, since they won't be used, but I'll accept any advice that will make me better at this stuff.
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#17
samus's head looks like a basketball instead of a helmet, it's way too big and round i think.

as for your guy, i'd add that pixel on the feet for all poses where his legs look like lego dolls. such as diagonals and some other frames. It looks quite unusual.
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#18
[Image: af4dd997dbc13dbbad9d4b44ef2b800f.png]

i reworked on some frames, things that need noting:

1- all frames that had rectangle feet were reworked. The rectangle feet lacked direction details, imo.
2- soles were painted with blue as you did yourself in some frames.
3- the shaded legs on left/right walk poses were reversed as our arms move mirrored to our legs.
4- i strongly disagree about you removing his nose on profile, because now it looks like he has a flat face. I made some tests to show you that a single pixel can give him a more 'human' and detailed shape.
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If you like my C+C, please rate me up. It helps me know I'm helping!
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#19
Oh boy, here we go!

[Image: new_zpsbxye800i.png]

I didn't keep your sprites exactly as they were, but I used them as a reference when editing mine again.

I'm liking the legs much more, but my biggest issue now seems to be animating the arms. Especially the up-diagonal angles. The rest of the arms I find acceptable, (though not perfect), the up-diagonals are pretty rough still.

So..

1. Are there still issues with the legs? I'm rather liking them now, except for the frame in the up-diagonals where he briefly appears one-legged.
2. What am I doing wrong with the arms? I've been using Lucas from Mother 3 as a reference. I'm sensing that in some directions, his arms make him look as if he's running, and others as if he's walking.

I also added Fox McCloud and Little Mac.
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#20
I dont think this deserves it's own game thread in the Dev section, but here's a small video of what I'm working on.

https://www.youtube.com/watch?v=uUzOrGB1...e=youtu.be

It's a rough cut of the trailer I'm working on, and is missing stuff I want to show, but this site has helped more than it can imagine in terms of helping me get this game done, in terms of providing criticism of my sprites, and references for spriting and animation.

For almost two years, I've been teaching myself pixel art, programming, design, sound design, etc, and everything in this demo is 100% my own, minus the ambient music track laid over the trailer. The sprites in this version aren't updated for the newest updates in the sprites in this thread, it's more work than usual to introduce new sprites into my game, so I'm gonna put it off until I feel all the directions have me satisfied.
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#21
Sprite updates are slow, because I'm working on the rest of the game as well, but.. I can feel myself getting better with the art. Especially in the NPC's.

Sprites:
[Image: spritesandtiles_zpsrptpb5hi.png]
[Image: npc%20template_zpsc3wkeq1d.png]
[Image: newchars_zpsbwyjnj12.png]
Screens:
[Image: HouseScreen_zpsk4rqysmo.png]
[Image: wheel_zpsdwj6tcsn.png.html?sort=3&o=3]
[Image: MillHouse1_zpsm7uhdink.png.html?sort=3&o=10]
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#22
Why is Samus shorter than Mario? Let alone Luigi. She's Nintendo's tallest human! XD Also, that knight looks like a medieval Samus.
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#23
That... is a good point.

I actually used Samus as a reference when spriting the knight woman. Her, and the chef guy are my favorite so far.

I feel like her legs are sorta weird, but i cant tell why. I left all of her peices separated to make her easier to animate later, but her body is still one big piece.
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