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Author | Message |
BeTheReason
Seaman ![]() Joined: 25 March 2018 Online Status: Offline Posts: 2 |
![]() ![]() ![]() Posted: 02 March 2018 at 11:18am |
I'm designing a character for a classic snes\genesis style platformer.
What I DONT want is the more modern sharp angle style of characters for a lot of indie platformers. ![]() ANY recommendations, pointers and edits are welcome! |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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What do you mean by "modern sharp angle style"?
SNES/Genesis platformers typically had much smaller sprites than this, due to hardware limitations on how many sprite-tiles could be displayed at once. A large sprite like this just doesn't feel like those games, it feels much more modern. That may not be a bad thing depending on the look you want, but it's something to keep in mind. Larger sprites are also a lot more work to animate. The lighting is inconsistent. The head and trunk are lit from above, the ear is lit from the front, the chest is lit from the upper right, and the butt is lit from the lower right. |
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BeTheReason
Seaman ![]() Joined: 25 March 2018 Online Status: Offline Posts: 2 |
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Originally posted by eishiya
What do you mean by "modern sharp angle style"?SNES/Genesis platformers typically had much smaller sprites than this, due to hardware limitations on how many sprite-tiles could be displayed at once. A large sprite like this just doesn't feel like those games, it feels much more modern. That may not be a bad thing depending on the look you want, but it's something to keep in mind. Larger sprites are also a lot more work to animate.The lighting is inconsistent. The head and trunk are lit from above, the ear is lit from the front, the chest is lit from the upper right, and the butt is lit from the lower right. At first I was definitely resistant to changing the size, but you're completely right that in the context of classic platformers, 32x32 was the usually player sprite size. Animation at 64x64 is not too complicated, but the load would obviously be reduced. Here is my revised sprite: ![]() To clarify what I mean about sharp edges, something akin to hyper light drifter. |
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