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C+C Needed on new sprites

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=20201
Printed Date: 30 September 2025 at 3:31am


Topic: C+C Needed on new sprites
Posted By: MasterSky
Subject: C+C Needed on new sprites
Date 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




Replies:
Posted By: DrTripwire
Date Posted: 29 November 2014 at 4:37pm
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?


Posted By: MasterSky
Date Posted: 01 December 2014 at 3:17pm
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!


Posted By: jalonso
Date Posted: 01 December 2014 at 3:36pm
I like them all.
The only thing I don't like too much is the floating eye on the humans.

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Posted By: Volrak_Rutra
Date Posted: 04 December 2014 at 2:34pm
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.


Posted By: MasterSky
Date Posted: 04 December 2014 at 3:49pm
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?




Posted By: MasterSky
Date Posted: 04 December 2014 at 3:52pm
also i worked on the races more




Posted By: DrTripwire
Date Posted: 04 December 2014 at 6:37pm
Most human females don't have six packs, yo.


Posted By: MasterSky
Date Posted: 04 December 2014 at 7:20pm
yeah i really wanted to stray from those kind of stereotypes in video games. if guys can be ripped, why cant girls lol?


Posted By: MrHai
Date Posted: 04 December 2014 at 8:51pm
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.

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"Work is more fun than fun"
-John Cale


Posted By: MasterSky
Date Posted: 05 December 2014 at 6:27am
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!


Posted By: MasterSky
Date Posted: 07 December 2014 at 2:04pm
fixed the right shoulder so that it doesnt look so unnatural



thoughts?


Posted By: MasterSky
Date Posted: 09 December 2014 at 7:44pm
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




Posted By: MrHai
Date Posted: 10 December 2014 at 6:10am
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


Posted By: MasterSky
Date Posted: 17 December 2014 at 6:38pm
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


Posted By: MrHai
Date Posted: 17 December 2014 at 8:25pm
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


Posted By: Goodlyay
Date Posted: 19 December 2014 at 5:49pm
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.


Posted By: MasterSky
Date Posted: 21 December 2014 at 8:09am
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


Posted By: MasterSky
Date Posted: 23 December 2014 at 3:23pm
also, im having trouble making the legs not look "cute"

can anyone give me a hand with that, any advice would be great


Posted By: MasterSky
Date Posted: 04 January 2015 at 11:53am
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




Posted By: MasterSky
Date Posted: 07 March 2015 at 6:53pm

so ive gotten some work on the walk anim. still gonna add a little bounce too





Posted By: MasterSky
Date Posted: 04 April 2015 at 2:33pm


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


Posted By: MasterSky
Date Posted: 09 April 2015 at 6:39pm
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






Posted By: DrTripwire
Date Posted: 10 April 2015 at 9:48am
Nice improvement on the walk cycle.


Posted By: Finlal
Date Posted: 10 April 2015 at 10:02am
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.


Posted By: MasterSky
Date Posted: 12 June 2015 at 6:31pm
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




Posted By: jalonso
Date Posted: 12 June 2015 at 7:08pm
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.

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Posted By: MasterSky
Date Posted: 12 June 2015 at 7:36pm
is this better?




Posted By: jalonso
Date Posted: 12 June 2015 at 8:04pm
That helped but the shoulder slope looks wrong in proportion now. Look in the mirror, shoulders line up to the elbows.

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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: jalonso
Date Posted: 12 June 2015 at 8:08pm
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

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Posted By: MasterSky
Date Posted: 12 June 2015 at 8:31pm
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 :)


Posted By: jalonso
Date Posted: 12 June 2015 at 9:14pm
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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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: MasterSky
Date Posted: 25 June 2015 at 3:25pm
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




Posted By: MasterSky
Date Posted: 27 June 2015 at 4:04pm
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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