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[OPP] Characters

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: OPP
Forum Discription: Open Pixel Platformer Project
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=16611
Printed Date: 22 October 2020 at 7:16pm


Topic: [OPP] Characters
Posted By: Hapiel
Subject: [OPP] Characters
Date Posted: 27 June 2013 at 9:51am
If you don't know that this post is about, check out this:
http://openpixelplatformer.danielsiegmund.nl/index.php?title=What_is_OPP%3F - What is the OPP

Characters don't really need to be related to a theme.

If you feel like adding more characters, do so!
If you feel like animating one of these characters, do so too! Any of these characters could use idle animations or walking animations. If you think some character has potentional to be 'playable' go crazy and add running, jumping, attacking, climbing, hanging from ropes, talking, whatever!

Remember that all artwork will be licensed http://openpixelplatformer.danielsiegmund.nl/index.php?title=Open_Pixel_Platformer:Copyrights - CC-BY-3.0 and are free to use by anyone for any purpose!

Characters Style:
Palette:


Base size: 64x64 (feel free to make smaller or bigger characters)
Animations should run at 8/100 seconds per frame (12.5 FPS)
Single px outline, dark preferably not black
Feet are both at the same hight.
No shadow
No dithering
Big cartoony faces, size about half of the character height (for humans).
Humans also have very short legs and a tall body.
Tall black eyes and pink noses, such as in these examples:


So far there is:

Check the WIKI!!!
http://openpixelplatformer.danielsiegmund.nl/index.php?title=Traveler - Traveler
http://openpixelplatformer.danielsiegmund.nl/index.php?title=Natives - Natives






WIP:


Contributors:

  • RileyFirey
  • Jim16
  • A3um
  • Skeddles
  • guima1901 


Idea list

waiting for Ellian to tell us something brilliant ;)





Replies:
Posted By: DawnBringer
Date Posted: 27 June 2013 at 11:22am
The first picture uses the old colors (look for the violett-y bright-red in the hat). Could be a good idea not to keep wrong palette pictures around, as ppl may just grab a random image to work from.


Posted By: gogglecrab
Date Posted: 27 June 2013 at 4:52pm
Is there anyway to test if your palette is the real deal?


Posted By: anodomani
Date Posted: 03 July 2013 at 10:27pm
Hi I'm not sure if this is where to post as no one hase posted characters here but I made a cowboy character if it interests anyone.


Posted By: guima1901
Date Posted: 04 July 2013 at 9:11am
i made a head based on the cowboy theme


Posted By: anodomani
Date Posted: 04 July 2013 at 11:04am
That hat looked really good so I tried to make mine resemble it a bit more, I also made a female native.


Posted By: DawnBringer
Date Posted: 04 July 2013 at 2:38pm
"Is there anyway to test if your palette is the real deal?"

In my Toolbox (Lua-scripts) for GrafX2 there's a palette-comparison script (Palette --> Analyze & Optimize --> Compare Colors).
Load the palette image
into the spare, and the image to be tested into the main and run the script.

To simply brute force the right palette; just remap your image with the right colors (the old colors are close enough for the right new ones to be picked)

If suspiscious, just take a glance at the brighter/medium red color first, if it's not [217,87,99] but a more violett color... then it's an old palette.

And by the way; the image on the top of this page stated as using the wrong palette...is actually the right palette now!



Posted By: Hapiel
Date Posted: 05 July 2013 at 12:16am
Sorry Dawnbringer, I mess up with descriptions all the time ;).

@Anodomani

Nice stuff! I would like to see cowboys and female natives indeed!
I think they could both use some work though.

For the female native:
Use way more of the brighter gray! Not every surface needs to be surrounded by shading, check out the other natives to see what I mean! Only some subtle shading where it is absolutely obvious is neccesary! Also in the face you hardly need any of the darker shade.

As for the pose, why not replace the legs with simpler ones? All the other sprites got away with those, if you make matching legs it will fit better in the set :)

For the cowboy:
Same tips go about shading and legs. Watch out that you don't over detail! The inside objects such as the scarf do not need such a dark outline, and the hair can be one solid color.

Some times removing detail and contrast can make sprites look worse on their own, however it is more important that they match the set!

Good luck :)


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Posted By: anodomani
Date Posted: 05 July 2013 at 10:20am
I read over your post and tried to fix them, thanks for the advice :)


Posted By: Hapiel
Date Posted: 06 July 2013 at 1:42am
An idle animation. Feel free to improve. Any suggestions on what we should do with the scarf?




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Posted By: Noburo
Date Posted: 06 July 2013 at 12:32pm
Scarf should probably be down like you done in the idle animation, maybe see a little bit of flapping in a walking animation, and closer to the original during a dead run.

Also, I threw together walking animation of the male native. I'm planning on doing a couple idle animations as well as an attack.


Posted By: Hapiel
Date Posted: 06 July 2013 at 12:44pm
Awesome! The floppy hand style is really great!

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Posted By: Noburo
Date Posted: 06 July 2013 at 2:37pm
So I finally broke down and bought GraphicsGale, and I am totally in love. Here are a couple more animations for the male native.




Posted By: Damian
Date Posted: 06 July 2013 at 2:53pm
Those look really great man. I'm loving the stomach scratching!

Some other additions to the native/tribal group, though in serious need of attention, WIP.


Posted By: guima1901
Date Posted: 07 July 2013 at 11:14am

i made an edit but it is just a sugestion


Posted By: Noburo
Date Posted: 07 July 2013 at 2:41pm
Here I go pumping out the animation! I think I'm going to move onto another character for now. I feel kind of bad spamming the forums with all of these updates so I may just edit my posts in the future.


Posted By: anodomani
Date Posted: 07 July 2013 at 7:28pm

just another native


Posted By: Hapiel
Date Posted: 07 July 2013 at 10:32pm
@Noburo
Awesome! I don't mind that you post them here ;), but suit yourself!

@Guima1901
I agree some of the heads could be larger indeed, thanks for pointing that out!

@Andomani
Cool, already much better than the previous one!
Why are all your characters frowning?

I made a tiny edit. If you look closely you will notice that I only simlified some stuff (shading, thinner lines that do not connect with others) and I corrected the shading on her bra.


Secondly I think she might look more funny if her body shape is more exaggerated, but that is up to you to decide :)


Feel free to post this in the wiki on the http://openpixelplatformer.danielsiegmund.nl/index.php?title=Natives - natives page !


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Posted By: anodomani
Date Posted: 08 July 2013 at 8:14am
cool, that last edit looks hilarious! There's one thing I want to tweak then I'll post it on the natives page. About the frowning, I think i'll tweak that a bit. Most of the other natives seemed to be frowning but I might make it a bit less ominous. Finally where should I put her, should she be in generic female? Or should I make a new one?

EDIT:
I just noticed that the generic male has no belly button...


Posted By: Hapiel
Date Posted: 08 July 2013 at 10:42am
Describe her however you feel like! Though I think that if you use the chubby version and you call her 'generic' that might be a bit of an insult ;)

EDIT:
Yay, updated the traveler idle image!



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Posted By: gogglecrab
Date Posted: 08 July 2013 at 6:04pm
Added a body to one of A3um's heads and posted it to the wiki!

Feel free to edit/improve!


Posted By: guima1901
Date Posted: 09 July 2013 at 7:19am

finished the character


Posted By: Hapiel
Date Posted: 09 July 2013 at 7:21am
I made an edit on Guima's edit on Ketsumio's edit of a3ums head ;).. Mine is on the third, which I think mixes the best parts of the left with the best parts of the middle sprite ;)



@Guima, Oh, that cowboy is really cool!


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Posted By: guima1901
Date Posted: 09 July 2013 at 7:53am
i cant decide which one is better

the one on the right was the first i made
and the one in the middle is the one that i made last picking some parts that i felt were good in the first one


Posted By: surt
Date Posted: 10 July 2013 at 12:35pm
Does somebody want to do a full character template for the characters to be built on top of?
I'd happily pitch in a few bucks towards this.

I'd like to see full adult male and female player character bases with all platformer suitable animations based around RiFi's excellent character design.

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Posted By: Hapiel
Date Posted: 10 July 2013 at 1:28pm
I could start on that next week..

What would we need?
Run, jump attack are basically a requirement for 1 character only...

For all the NPC's what is important? Only a idle and a talking animation?...


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Posted By: surt
Date Posted: 11 July 2013 at 1:11am
If there's just going to be one player character that rather defeats the purpose of a template.

Animations: (keeping frame counts a low a practical for easier derivation, share frames between animations as much as possible, ??? ideal but not vital)
Walk (with mind for slopes and stairs of up to 45 degrees)
??? Sprint
??? Crouch
Climb ladder/rope (facing into screen)
Jump (launch, fall)
??? Wall jump
??? Ledge grab (to sides, possibly also into screen)
Enter/exit door (in and out of screen)
??? Swim (to sides, up and down)
??? Talking (probably head only, maybe some gestures?)
Standing attack (multiple attacks? swing/stab sword, fire gun, diagonals)
??? Crouching attack
??? Jumping attack
??? Ledge/ladder hang attack
Standing block (shield)
??? Crouching block (shield)

Ideally it's be separable into multiple parts for greater flexibility, permutations, eg. head, torso, legs, weapon, shield.

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Posted By: Hapiel
Date Posted: 11 July 2013 at 3:18am
Originally posted by surt

If there's just going to be one player character that rather defeats the purpose of a template.


I agree. I was still having the chance of making a game ourselves in mind ..

Yes, animations should indeed be relatively simple. I think I already went too far in editing the head the travelers idle animation..

Also I hope to invent an easy way of death for monsters, such as a little poof that can be used over and over.
Hurt can of course be just flickering.

Attacks might be hard to keep flexible as they are very much dependable on the kind of weapon! Are you thinking a sword, knife, bow and arrow, pistol, machine gun, fist, axe or club? ;)

How do you make a walking animation that works great at slopes too? Any examples?


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Posted By: Noburo
Date Posted: 18 July 2013 at 7:32am
Originally posted by Hapiel

I could start on that next week..What would we need?Run, jump attack are basically a requirement for 1 character only...For all the NPC's what is important? Only a idle and a talking animation?...



Have you started work on this? I'd be happy to help out with some of the animations, but I don't want to overlap and work on something that you have already started on. I updated the todo list on the travelers wiki page, so if you've started on any or want to claim any of the animations, you could throw your name next to the list item.


Posted By: M.E.
Date Posted: 18 July 2013 at 11:38am
Hi Noburo,

You have a good point.

We would need some kind of check-in, check-out mechanism with an administrator who can reset this state if it takes too long for changes to occur on a checked-out file.
Also if it is checked out by someone that you can email him/her asking for the status.
And/or a request for check-out that you can send so that someone knows that somebody else wants to work on a sprite.

It would become a bit difficult on tilesheets so we have to think about this a little more...

Best regards from
M.E.

-------------
http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Hapiel
Date Posted: 18 July 2013 at 12:09pm
Originally posted by Noburo


Have you started work on this? I'd be happy to help out with some of the animations, but I don't want to overlap and work on something that you have already started on. I updated the todo list on the travelers wiki page, so if you've started on any or want to claim any of the animations, you could throw your name next to the list item.

I really wanted to start but have been much more busy finding a house for myself than I had thought. There is nothing that I've done yet, feel free to start!

I recommend you to keep the animation as simple and modular as possible so it becomes very easy to make derivatives by reusing limbs or drawing on different clothes without too much work!


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Posted By: Noburo
Date Posted: 01 August 2013 at 9:25pm
Native jump


Also, image dump with all of the different components I've been working with to make all of the animations, both native and traveler.



Traveler animations aren't finished, and I will continue tweaking them, so this is more of a progress report. Also, I've stripped him down a bit to use him as a template for others to build new characters off of.


So my canvas is a bit messy and repetitive..... Deal with it.


Edit: Dumping some more stuff I've been working on. Again, I'll be cleaning this up and posting finished items to the wiki.



Posted By: Mr.Fahrenheit
Date Posted: 02 August 2013 at 7:19am
Cool stuff! I should've done something similar when I attempted to animate the traveler, but I got put off by all the details on the clothes.


Posted By: Damian
Date Posted: 06 August 2013 at 6:55am
I'm attempting to correct the legs in this walk animation.
Old - New


Just looking at it now I think the left leg still travels to far back and not enough forward. Anything else look odd?

edit:
And here's a very WIP Run cycle (which seems to be moving quicker than it does in photoshop :/ )


Posted By: Noburo
Date Posted: 06 August 2013 at 10:46am
The animation on the left leg (his right) never appears to leave the bent position throughout the entire loop. Overall it is a definite improvement on the pixel level, but still need some further corrections on a couple of the frames. The run animation is looking great by the way.


Posted By: DDR
Date Posted: 06 August 2013 at 10:25pm
RUN, FORREST, RUN! haha, I love that animation.

Wow, nice work on the animations so far! Give me a shout when you're done, and I'll get them into the game quick-like.


Posted By: Damian
Date Posted: 07 August 2013 at 8:54am
Noburo, yeah, you're right, I might redo the walk at a later stage.

DDR, you can implement this one for the mean time, while we work on perfecting it. The hand movement is really bothering me.

Btw, animation is hard :(

Edit: Damn, still running faster than it's supposed to.


Posted By: DDR
Date Posted: 07 August 2013 at 10:37am
So, I'm actually having some difficulty downloading the image. I had a look, and although it saves as 'male native run.gif' the file is actually a html page containing http://tinypic.com/view.php?pic=52nmsg&s=5 - http://tinypic.com/view.php?pic=52nmsg&s=5 .
Could we try http://cubeupload.com/ - http://cubeupload.com/ instead?

Format-wise, if you just happened to have a spritesheet with the running frames laid out side-by-side, that would save me the work of having to reorganize the .gif. I mean, no worries if they're all stacked together of course, I'd just hate for you to be putting effort into compiling the .gif and then for me to just uncompile it anyway.

And, agreed, animation is hard. Having failed at it myself... :P


Posted By: Damian
Date Posted: 07 August 2013 at 11:41am

DDR, hope that helps.


Posted By: Damian
Date Posted: 08 August 2013 at 4:30am
Old -> New
->
I've looked at this to much, but I think I've fixed the hands. I'll post the spritesheet later when I get back from going out to the city.


Posted By: DDR
Date Posted: 11 August 2013 at 11:08am
That's perfect, Jim16. I'm just in the process of moving to a new city atm, so I'll put in the animation as soon as I can. :)


Posted By: Damian
Date Posted: 12 August 2013 at 11:58am
Oh god, have a look at this:
http://wayofthepixel.net/index.php?topic=15462.msg143030;boardseen#new - http://wayofthepixel.net/index.php?topic=15462.msg143030;boardseen#new
Now I'm eager to get back into photoshop :D

@DDR, we're all relaxed here ;)(I think) Hope the moving process is simple and easy on you.


Posted By: Noburo
Date Posted: 12 August 2013 at 1:35pm
OK, so those are some seriously impressive reworks on the characters, but I have to wonder if it's too much?
1. It will take longer to animate that characters with the higher level of detail.
2. We may have to end up reworking some of the other tiles as well to match the quality
3. Higher quality = harder for people to mimic.

I personally am up for the challenge, but we do have to be careful that we don't end up getting Duke Nukem Syndrome.

Edit: I don't know, maybe I'm crazy. I just want to make sure we don't get ahead of ourselves.


Posted By: Damian
Date Posted: 12 August 2013 at 3:17pm
Too much, no, I don't think so. We're still at early stages, so a change won't dramatically set us back. I actually think those sprites could be what we need to really push the pixel art community into helping out. As well as push pixel artists in the community to improve, almost like a really long PixelJoint challenge.

I, like you, am definitely up for the challenge!


Posted By: Noburo
Date Posted: 12 August 2013 at 7:20pm
In that case,


Posted By: Hapiel
Date Posted: 13 August 2013 at 2:07am
If pistachio can tell us the tricks, what we need to think of in order to improve the sprites... It might be doable :)

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Posted By: Noburo
Date Posted: 13 August 2013 at 9:26am
After studying the new pieces, the differences are deceptively small. It mostly seems to be higher contrast, a few extra defining pixels, and a smidgen of AA in certain areas. Also, a lot of the depth seems to be added through the head.

Also, here's an updated version of the girl compared to the old version.


Posted By: Damian
Date Posted: 13 August 2013 at 10:50am


Noburo, I made a slight edit of your previous version. Maybe it can help. I think she needs slightly more his and arse.


Posted By: Damian
Date Posted: 15 August 2013 at 11:35am
I started a new walk animation for the tribe guy, but I'll hold off on posting it until I'm happy with it.


Posted By: guima1901
Date Posted: 15 August 2013 at 2:47pm
I had an idea but I need some tips for it to look cool


Posted By: Hapiel
Date Posted: 16 August 2013 at 2:48pm
Something I am working on. I have not quite figured out how to deal with such a huge unrealistic balanced staff...




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Posted By: Damian
Date Posted: 17 August 2013 at 2:36pm
Ha, off to a good start! I thought you said you didn't think you could animate these? LIAR.


Posted By: Conzeit
Date Posted: 21 August 2013 at 4:10pm
Thought I'd post this here since it seems this is the home of the project

Ok, first 3 are people well known in the web. I'm pretty sure only the 2 guys are recognizable :p you tell me!

the other two are ideas for heros. I read somewhere that people were talking of the tribal guys as heroes, I thought idea of a eastern island-ish guy was intresting but I dont think a tribesman as a hero is very smart when the white guy is an aviator...just saying :p

it's supposed to be http://www.youtube.com/watch?v=wigqKfLWjvM - Regina Spektor , http://www.youtube.com/watch?v=CJQU22Ttpwc - Reggie Watts , and http://www.youtube.com/watch?v=IixQox4rhEw - Keith Apicary btw


I added some radiosity to the donkey and made his face cuter

also modified the puma to have a cleaner outline and less busy design, removed claws because only cheetahs have them drawn out all the time


Posted By: Hapiel
Date Posted: 22 August 2013 at 9:53am
They look so great! But we can't keep on changing the style all the time... I am okay with redoing all characters so far but we need to stick with something that is also easy to recreate and animate!
What are the opinions on this?


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Posted By: Conzeit
Date Posted: 22 August 2013 at 3:23pm
I can totally see that, I tried to not veer too far with the animals I edited, I think they still work, dont they? My plan with the donkeywas to integrate that complex shading he had with the shading of the others, but I think I got sidetracked....sorry :p

With the humans I thought the style could cover black dot eyes and eyes with whites, in 40's cartoons different characters have different eyes. Still, I can see how they are not very reproducible. Fix them, dont use em, do whatever you have to =)


Posted By: Noburo
Date Posted: 26 October 2013 at 1:20pm
Alrighty guys, hopefully this stuff I've been working on will give this project a bit of a kick in the pants. Thinking about moving on to some enemies.





Edit: Fixed white BG frame in idle animation.


Posted By: DDR
Date Posted: 26 October 2013 at 10:49pm
Looks good. I'll just pop this in the game. :)


Posted By: Damian
Date Posted: 27 October 2013 at 7:19am
Looks great so far, love the subtle sway of the hair and the hat. Only critique would be that the left foot travels to far in front, making it look like a kick.


Posted By: Damian
Date Posted: 27 October 2013 at 3:44pm
I've gone ahead and redone some of my old designs.





Posted By: Noburo
Date Posted: 27 October 2013 at 7:43pm
These things need some idle animations stat. Ready? Go!


Posted By: Damian
Date Posted: 27 October 2013 at 10:51pm
I've got an entire day of travelling ahead of me today, so I won't get to that today, but I've also got the week off work, so I'll attempt animations hopefully tomorrow.

Edit:
Another redesign, this one more drastic than the others. It looked odd in the first place though. Changed the hair colour, if only because I couldn't get the damn yellow to work for me! Not entirely happy with this one YET, so I'll come back to this another day. Any edit is very welcome.

I'll add that its taken me to long to get where it is now, I'm not to great with drawing women, in particular feminine faces.

Edit:
Another iteration.


Posted By: Damian
Date Posted: 29 October 2013 at 9:47am
Animation...I think I need more practice.
-> ->

I'm no animator, Noburo what do you think? My twin told me to add shoulder movement?

Edit: Added old lady idle. For some reason both animations are quicker than they are on Photoshop?


Posted By: Noburo
Date Posted: 30 October 2013 at 7:39am
Got a bunch of stray white pixels on the outside of the outline of the old man. In regards to the animations speeding up outside of Photoshop, make sure you are working with and exporting the frames at a 8/100. Also, I love the animation of his left hand so I hate to bring it up, but it looks quite large compared to his other hand and it seems to be a bit too far out and strained for an idle animation. One last tip, in an idle position for characters of this size, the entire pixel jump on the shoulders can be a bit too much. You can smooth out the animation by adding frames that alter it at a sub pixel level. If you shift the shading, it can create the illusion of the shoulder rising. You can see an example of this in my characters left shoulder. The pixels never move, they just change color to create the illusion of the shoulder rising.

On a side note, the first version of the old man with the accidental wiggle of his mustache is killing me.


Posted By: Noburo
Date Posted: 05 January 2014 at 10:56am
Traveler Walking


Traveler Idle


Posted By: Sir Cutswood
Date Posted: 21 January 2015 at 2:37am
So, hello, guys! First time posting here, Hapiel invited me over, and I'm very interested.

Here will be my first formal submission, albeit it's a bit small, but just trying out if I got the style down, crits would be nice.


Posted By: Damian
Date Posted: 21 January 2015 at 8:57am
Hey man! Cool bird, almost makes me want to make a chocobo like bird :) I do think it can use some work. The bird seems like its going fall over, so you probably need to move the legs under its center of gravity a bit more. I'd also make the tail feathers come out further back rather than go up, which might help with the previous problem too. I really like what you're going for though, and you're more brave than I am to use that yellow! Looking forward to the updates man.


Posted By: BathMaster_2000
Date Posted: 21 January 2015 at 1:39pm


A Spanish explorer to parallel the natives.

I haven't an ounce in my body with the ability to animate well. I'll try to do an idle animation though. I may have stayed a bit too closely to the character template though.


Posted By: Sir Cutswood
Date Posted: 23 January 2015 at 4:50pm

So I got to remaking that bird, and made it not so grumpy, more stubby and chubby.


Posted By: BathMaster_2000
Date Posted: 23 January 2015 at 6:43pm
that looks much better cutswood! Now it doesn't look as floppy and stuff.


Posted By: Hapiel
Date Posted: 24 January 2015 at 7:27am
Nice work Bathmaster! It is perfectly fine to use existing OPP sprites as a base for characters :)

@Cutswood: That new bird is a big improvement! However, in order to fit it in the project it needs to adjust its style a bit. Watch the outlines, they only need to be a single px thick and not black, yours are heavily over AAd
Also the feather pattern can be simplified, which saves effort in animation and makes it match better. Here is a quick sloppy edit on the head:



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Posted By: Sir Cutswood
Date Posted: 24 January 2015 at 3:26pm
Thanks for the crits, Hapiel! Will get back to rerendering it soon.

But first! A slime... Thingy.


Posted By: Damian
Date Posted: 13 May 2015 at 1:16pm
Hey guys, thought I'd share what myself, Hapiel and Noburo have been working on in some of our free time. We thought it would be nice to have a piece of each community currently contributing to the OPP, simply put directly into the heart of our project by making their mascots into OPP characters, npc or otherwise. So far we have Sara from Open Game Art(Kindly hosting the wiki) and the Pixel Joints Nerd. Unfortunatly, I can't seem to find one for way of the pixel (if you find one please let me know!).

Current iterations of OGA's Sara:


Pixel Joint's nerd:


As always, critique and edits are very welcome, if not expected :)


Posted By: Kazen
Date Posted: 17 May 2015 at 8:00am
Really nice versions of the mascots! I did a female villager that's in the style of the player-character. Any suggestions on what to change? Otherwise, I'll try to animate her.




Posted By: Noburo
Date Posted: 20 May 2015 at 8:33am
Looks great! The only thing I would say is that so far all of the characters have had a red nose, and the eyes tend to be a bit taller.


Posted By: Harmonica!
Date Posted: 21 May 2015 at 12:45am
Here's something I've been working on. The resting arm is giving me trouble.





Posted By: Noburo
Date Posted: 21 May 2015 at 9:04am
Looking good! I think some of the difficulty you're having is because of the size of the hands. Most of the characters tend to be a bit larger. Feel free to re-purpose some of the arms drawn for other characters. Not only would it save some time, but it also helps to keep the characters looking closer to the same style.


Posted By: Harmonica!
Date Posted: 21 May 2015 at 7:06pm
I repurposed some arms and it does indeed look much better!




Posted By: Kazen
Date Posted: 21 May 2015 at 11:59pm
So I increased the size of the eyes by one pixel, two seemed to much, and made the nose more red. I also tried some different hairstyles. Better?


Oh look a Harmonica!: What happened to the eyes? Looks like the left eye has been offseted to the left. the breasts looks big and pointing in different directions and the shirt overall looks a bit lacking in shading. I made a quick edit to show what I mean (I hope it's okay).





Posted By: Damian
Date Posted: 27 February 2016 at 2:51pm
PJ Nerd redone: Arms and hands are my bane!

Not sure why random images like the previous PJ nerd are gone from my imageshack account when I pay for the damn service :

EDIT:Here's the old one for comparison.


Posted By: melanke
Date Posted: 28 February 2016 at 9:24am
The new style looks more like a nerd nowadays. But I still like the old body, it could be used with another head for other purposes.


Posted By: pistachio
Date Posted: 01 March 2017 at 4:14am
Join the dark side, we have pixels.


Promo stuff. IDK where these fall under, so I'm dumping them right here





Posted By: Noburo
Date Posted: 02 March 2017 at 7:25am
I can totally see the first 3 characters standing around with different laughing animations. Pixel snakes rule!


Posted By: BigPotato
Date Posted: 02 March 2017 at 9:43pm

A head.


Posted By: Hapiel
Date Posted: 03 March 2017 at 2:00am
Thanks BigPotato, and welcome!
Are you considering giving this floating head a body too? ;)


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Posted By: BigPotato
Date Posted: 11 March 2017 at 12:53pm
I suppose. :)


Posted By: Jo
Date Posted: 12 March 2017 at 6:16pm
I know I'm not as accomplished and skilled as most of you here, but anyways, let's try. Was a bit tied up so I worked on these on my phone, without any real comparison to actual sprites (but I did read the style-guide a few times). I wonder if this is straying too far from the style? Or any suggestions at all, specially proportion wise? Many colour adjustments left to make too.

I thought of making these characters also related to other means of transportation (given that the main traveller dude is a pilot of sorts), so this is a captain and a train condcutor brewing.



Posted By: Hapiel
Date Posted: 14 March 2017 at 6:01am
Not a bad start Jao, I like the designs for these character. However, there is a lot of fixing to do still! If you're serious about fixing these up, perhaps take them to the WIP forums to get some better feedback, as I sadly don't have the time (or the skill) at the moment the moment to give you the right help!



Posted By: Jo
Date Posted: 14 March 2017 at 6:50pm
Oh! Will do! I dunno why, for some reason I thought it would be better to ask for tips here. I'm a bit tied up today and tomorrow, but I'll see if I can post even maybe a second pass at the WIP forums by thursday :)


Posted By: Noburo
Date Posted: 15 March 2017 at 2:21pm
Hey Jao, I made a quick edit on one of your characters. Don't be afraid to use more contrasting colors!



A tip for you if you don't already do it. If you're trying to copy the style of existing character sprites, go ahead and stick one on your canvas so that you can easily study it up closely.


Posted By: Damian
Date Posted: 15 March 2017 at 2:36pm
Great advice Gabe, and good edit to.


Posted By: pistachio
Date Posted: 16 March 2017 at 1:49am
Villagers or something



@ http://pixeljoint.com/forum/member_profile.asp?PF=18546&FID=23 - Jo , study the proportions we're using. Really obvious asymmetry will be tough, sprites will be flipped so you're going to have to draw them twice basically, unless you figure no one notices. You can use straight black as the darkest sprite color, in fact I'd encourage it.
EDIT:




Posted By: Jo
Date Posted: 16 March 2017 at 6:39am
These are great edits and tips, pistachio and Noburo, I'll get started on it right now.

EDIT: As per Happiel's suggestion I've opened a WIP thread. http://pixeljoint.com/forum/forum_posts.asp?TID=25665&PID=216034#216034 - It's here. thank you once more for all the input so far!


Posted By: pistachio
Date Posted: 18 March 2017 at 2:01am
Robros from a factory set



Posted By: Hapiel
Date Posted: 18 March 2017 at 3:02am
Cool! I wanted to push to open an arctic tileset soon, but some sci-fi would be really cool too!
The second bot reminds me of the cavestory bomb making bot :p


Posted By: KEtsumio
Date Posted: 18 March 2017 at 5:50pm
Remember this playable hero plant girl? Re-did her to fit the new style...Hopefully.
Will post more stuff later.. 030



Posted By: Hapiel
Date Posted: 19 March 2017 at 9:41am
I definitely remember plant girl! She is going to be a playable character!? That means there still are a loooooot of animations to do :p

Nice update :)



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