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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
![]() ![]() ![]() Posted: 29 November 2014 at 3:24pm |
So ive been working on a terraria-like game with some guys and ive come up with some sprites:
![]() From left to right: top: gnome, frogman, human male, alien male, crustaceanman, dwarf bottom: human female, alien female also, i need to do a walk and run cycle of these guys next and, seeing as this will be my first time doing them, i would need some pointers on where to start animating Edited by MasterSky - 29 November 2014 at 3:26pm |
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DrTripwire
Commander ![]() ![]() Joined: 29 October 2014 Online Status: Offline Posts: 174 |
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I love the start! However, if hadn't listed the species, I wouldn't have known that they were different, save the frog and gnome. Perhaps you could work on making that more obvious?
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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oh i see what you mean. i guess i should change the bodies more to be more interesting and to differ more.
thanks for the C+C! |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I like them all.
The only thing I don't like too much is the floating eye on the humans. |
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Volrak_Rutra
Midshipman ![]() ![]() Joined: 26 September 2014 Online Status: Offline Posts: 63 |
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human female looks the same as human male with a bra, there's more difference between males and females than that. you should widen hips and narrow shoulders to make it look more female, maybe add some hair, change the lower undergarment into something more skirt-like, and yeah, the floating eye is kinda weird.
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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yeah i see what you mean with the floating eye, but im not sure how to fix that. maybe a blank face?
also, i started the walking animation. crit? ![]() |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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also i worked on the races more
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DrTripwire
Commander ![]() ![]() Joined: 29 October 2014 Online Status: Offline Posts: 174 |
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Most human females don't have six packs, yo.
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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yeah i really wanted to stray from those kind of stereotypes in video games. if guys can be ripped, why cant girls lol?
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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Totally support ripped video game heroines. However, if you want the male and female to be identifiable as such, you'll have to change up the shoulder/hip ratio. If you want clothing and equipment assets to be interchangeable between the genders... well, you'll have to compromise somewhere. At this size, minute differences in detail, like the one extra pixel to indicate cleavage, aren't going to help much. It'll be all about silhouette.
edit: About the animation, I would move *his* right shoulder back when his torso twists right, it's looking very uncomfortable right now. Edited by MrHai - 04 December 2014 at 8:55pm |
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"Work is more fun than fun"
-John Cale |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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yeah i get what you guys mean with slimming the shoulders and hips. ill try fixing that next.
and thanks with the crit about the walk animation. i knew something looked funky about it and i wasnt quite sure what it was. ill try moving the right shoulder and see what it looks like then. thanks! |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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fixed the right shoulder so that it doesnt look so unnatural
![]() thoughts? |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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started to put some textures on to the walk anim. need to know if the arms lose any readability. also i want to know if you guys think i should make his right arm darker to show depth.
![]() also worked on the females to make them more feminine ![]() |
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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Is the target scale 1x, or will the sprites be scaled up? At 1x, I think the animation looks fine now. I would def try how it looks with a darkened arm though.
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"Work is more fun than fun"
-John Cale |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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im having some trouble getting the legs to look right. is it just me, or do they get too small when the contract at their highest point?
ugh i need a second set of eyes haha Edited by MasterSky - 17 December 2014 at 6:39pm |
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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It doesn't look realistic, sure. I think it looks kind of cute anyway, but depends on what your goal/vision is.
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"Work is more fun than fun"
-John Cale |
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Goodlyay
Seaman ![]() ![]() Joined: 23 April 2021 Online Status: Offline Posts: 3 |
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If you're going to be making a game that's anything like Terraria, you're probably going to need outlines on your sprites. Otherwise they may not show up well on certain backgrounds.
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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I was thinking the same kind of thing. whenever i put the sprites in front of a blue sky or anything, they got kind of lost. i guess i could try a somewhat thin outline, because im worried a solid one-pixel black outline would be too thick
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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also, im having trouble making the legs not look "cute"
can anyone give me a hand with that, any advice would be great |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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so i took the need of an outline into account, and it led me to completely overhaul the sprites. i doubled the resolution, which will make everything else a lot easier to do now
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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so ive gotten some work on the walk anim. still gonna add a little bounce too |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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![]() so i did a walk animation for the new sprites. any criticism? as well, i started to do larger dirt tiles that work better with the large sprites in relation to size ![]() im new to making these kinds of tiles that arent just squares (like terraira or starbound) so im not sure if im doing it right |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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fixed the dirt tiles so they can actually be used in the game
![]() ![]() also made a wooden pickaxe and sword ![]() ![]() some crit would REALLY be nice Edited by MasterSky - 09 April 2015 at 6:40pm |
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DrTripwire
Commander ![]() ![]() Joined: 29 October 2014 Online Status: Offline Posts: 174 |
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Nice improvement on the walk cycle.
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Finlal
Rear Admiral ![]() ![]() Joined: 08 November 2016 Online Status: Offline Posts: 404 |
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There is an issue in walk animation - the feet never lift from the ground and the pelvis is always on the same height. Also, try to rotate the head slightly during walk, it makes animation more impressive.
Edited by Finlal - 10 April 2015 at 10:04am |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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so ive redone the sprite because i didnt like how it looked at all. i made him have more character with a contraposto stance and a lot bulkier
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Cut 3 or 4 pixels somewhere from the very bottom of his pecs to the shoulder.
Also do something about that long line on his left arm, its fugly. Edited by jalonso - 12 June 2015 at 7:10pm |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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is this better?
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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That helped but the shoulder slope looks wrong in proportion now. Look in the mirror, shoulders line up to the elbows.
Edited by jalonso - 12 June 2015 at 8:05pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Looked at all previous updates and you always make thin shoulders and long pecs.
Maybe that's your thing?... its not anatomically correct but if its you then ignore me. If its not then focus on anatomical proportions. E: Cept the gnome :p Edited by jalonso - 12 June 2015 at 8:10pm |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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i guess i never noticed that. im not very good with anatomy so it wasnt intentional lol
im trying to go for a more cartoony / stylized look so id need some help with getting good anatomical proportions that work with the style thanks for the help though Jal :) Edited by MasterSky - 12 June 2015 at 8:32pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Well regardless of look or style having decent proportions is essential in having the viewer see it right. Even stick figures need it.
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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so i tweaked the shoulders a bit
![]() i also wanted to know if the style of these ^ sprites fit with the style of the dirt and grass tiles V ![]() ![]() |
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MasterSky
Commander ![]() ![]() Joined: 22 February 2015 Online Status: Offline Posts: 92 |
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so i decided to do a style change for the tiles. this time theyre much more cartoony, which fits better with the new character sprites, and they much more of platformer tiles, where they fade to a dark colour and only the top layer of tiles is visible
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