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A bobble headish blocky iso sprite template

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=7410
Printed Date: 12 September 2025 at 3:39am


Topic: A bobble headish blocky iso sprite template
Posted By: geminoid
Subject: A bobble headish blocky iso sprite template
Date Posted: 19 November 2008 at 3:07am
Figured Id post this as i worked on it.


I made it out of a series of 4X4 isometric tiles so as to get the dimensions right. This is why it looks blocky. Thats what I was going for.

Started out as an experiment. Making a series of 4x4 iso block, and taking existing RPG maker sprites and trying to make them into pseudo 3-d isometric sprites. They looked like eyeburn, so I ended up using the isotiles to make a model for a spriteset, then smoothed it out and stuff into the above, which i thought was a big improvement from the crappy earlier versions below


TL;DR

I converted a set of  RPGM sprites out of 4X4 iso blocks. I didnt like how they looked, so I used the blocks to make different sprites. And that how I got this.





So basically, the animation sequence would be six frames per loop. Because I have 3 Frames, and the Heads are detached and without necks, I figure Ill make the animation appear to have a bobble head quality.



Ill be using the 4X4 iso pixels blocks to create all of the in-game tiles and stuff, which Ill eventually also post.


Those are the pixel blocks.

The idea was to give it an Eight Bit feel. But obviously without using an 8 bit pallette.

Copy pasting those blocks to create all of the game graphics.

Im babbling.

The sprites. What do you think?


EDIT: Things like the actual animation, clothing, equipment and motion blurs will come eventually. For now, Im trying to get the bare bones template in working order



Replies:
Posted By: jalonso
Date Posted: 19 November 2008 at 2:04pm
Great job and very informative initial post 

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: klav
Date Posted: 19 November 2008 at 2:14pm
Those look good.  This is such a good way of figuring out correct isometric spacing.  


Posted By: geminoid
Date Posted: 19 November 2008 at 3:51pm
ive done a couple iso templates that looked allright before, but this is the most geometrically correct method Ive found so far.

Glad you like it. Im going to try some outfits for the template and post them soon, and get som feedback on them.

The only poses i am unhappy with are the forward facing walk animation where the forward most arm is in the rear swing position. The upper arm loses its dimensions a bit. But I have a feeling it will look fine once I get a layer of Pixels for clothing on there.


Posted By: geminoid
Date Posted: 19 November 2008 at 11:17pm


Ive tried a few times, and Im having some troubles  giving it the bobble-head look. Its not panning out.
The animation above is four frames, which is as long as the walk sequence loop in my project.

Basically, I have to make two seperate sequences.
One four frame walk animation,
And one six frame one.

Im trying to get the four frame perfected first.

However, every time I try to get the effect im looking for in four frames, the head movement is either erratic, or too static.

In the four frame Walk sequence, the big thing is that the first frame has to be a "Standing still" pose, as with the game maker im dealing with uses the first frame as the Idle pose. The four frame loop is the one that is used when the player navigates around the game world, so it is quite important that it looks correct. (The six frame sequence is used for the battle system, and the Idle pose is not an issue, so I have some leniancy with that one)

The animation above is a static headed pose, as I am stumped as to how to make it look correct with the dynamic head  bobbling.

If anyone has suggestions on how to  make the 4 frame sequence work, id really like to hear it or see an example.

Below is an image of the parts i used, before i arranged them into the anim.



Posted By: jalonso
Date Posted: 20 November 2008 at 6:25am
If frame 1 and 3 are the same then head bobblin' will be tough and maybe even not worth it since it will just look jerky. You could however make the hair and eyes move on 2 and 4 and give some illusion of movement.

quickie:
Obviously eye moving sux, but hair move is a maybe.
Second one is 1px front and down on frames 2 and 4 - timed at .02 sec.



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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: geminoid
Date Posted: 20 November 2008 at 3:16pm
the whole thing would be easier if i scrapped the one pixel upward raise in frames 2 and 4. But im not sure if that will make the walk sequence look crappy or not. I think Ill be doing some more experimenting today.lol
Thanks for the input



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