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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Topic: Trying out new style. (Now with run cycles!)Posted: 15 January 2015 at 10:10pm |
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So I've recently been working on raising the resolution on my sprites a
bit. Something kind of like Sword and Sworcery. I like the tall,
noodly-limbed look. I've been practicing by doing some of my favorite
characters, getting an idea about how to different kinds of hair,
different body types, etc.
For some reason the Post Image button here isn't working, so I'm going to have to just post links to the images I want to show you. http://bit.ly/1IFRw6t http://bit.ly/1IFRefR http://bit.ly/1AWPrzt http://bit.ly/153Gbiq http://bit.ly/1Cu4PTX http://bit.ly/1wfth6B I feel like the style is getting close to where I want it. I'm not entirely sure how to animate them walking, though. I've looked for spritesheets from Sword and Sworcery and other similarly styled games and haven't really found anything. Any tips? Edited by link2dpast - 21 January 2015 at 6:01pm |
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PixelSnader
Commander
Not a troll! Joined: 08 January 2026 Online Status: Offline Posts: 3194 |
![]() Posted: 15 January 2015 at 10:37pm |
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Your imgur links work fine as embedded images. The other host doesn't and it converts your stuff to JPG, so f**k that website.
First of all. Don't scale images this much. 1000% is okay if you're making really tiny sprites, but that last image is far wider than the average monitor... Then, about the style, I don't like it because it's not consistent. In the last image you're using pixels scaled to 500%, 1000% and 1500%. That just looks messy. Keep your pixelgrid consistent. Either go with the smaller pixels and refine the outlines of things like the hair etc, or go with the large pixels and figure out a way to make the detail work at low res. Other than that there isn't very much to say. It's simple, it's recognizable, it's not particularly original but it does a fine job. |
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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Posted: 15 January 2015 at 10:46pm |
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Thank you for your input. I have gone back and forth in my head about the inconsistency you mentioned. I think I haven't quite found that sweet spot in terms of resolution yet; It still needs to increase a bit so that I can pull off the few small details that I'm "cheating" to pull off right now.
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PixelSnader
Commander
Not a troll! Joined: 08 January 2026 Online Status: Offline Posts: 3194 |
![]() Posted: 16 January 2015 at 7:26am |
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Just make some at different sizes and post them here. Here are two of my takes;
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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Posted: 19 January 2015 at 3:55pm |
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I've upped the "resolution" a bit, starting with some templates I found from the artist behind Witchmarsh and tweaking things here and there, to allow for more variation in body types and to allow for a but more detail. As for the inconsistency I will just have to make sure I take into account the limitations of the medium when designing characters. For now I've eliminated the details that would require smaller pixels.
![]() Edited by link2dpast - 19 January 2015 at 4:44pm |
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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Posted: 21 January 2015 at 4:53pm |
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First try at a run cycle. Needs work but it reads alright. Looks better in game when it plays a little faster than this.
![]() EDIT: Tried another pose. Still need to animate his arms slightly. ![]() Edited by link2dpast - 21 January 2015 at 6:00pm |
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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Posted: 22 January 2015 at 8:29pm |
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Tried one of them on a character. I'm elated to see something of mine in motion like this, and it looks alright, but I'm starting to think I need an 8-frame run to get a few motion details to read just right.
![]() EDIT: Oh what a difference two frames makes. ![]() Edited by link2dpast - 22 January 2015 at 10:33pm |
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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Posted: 24 January 2015 at 12:10pm |
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Fixed a few more minor details with his legs and jacket.
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revolver
Commander
Joined: 13 May 2010 Online Status: Offline Posts: 57 |
![]() Posted: 25 January 2015 at 12:41pm |
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hehe i was working on something similar a while back
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PixelSnader
Commander
Not a troll! Joined: 08 January 2026 Online Status: Offline Posts: 3194 |
![]() Posted: 28 January 2015 at 12:51pm |
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The animation looks really jumpy.
I know Naturo has a weird as f**k animation style for running, but it reads badly (probably) because the legs both have the same color. And of course having few frames doesn't help. What you might want to do is space the frames out to the extremes so you can get a good indication of how the legs stop moving and then reverse in direction. Similar to this image, but even more exagerrated; (image was made years ago so don't expect the frames to match up with your animation =P) |
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link2dpast
Seaman
Joined: 15 January 2015 Online Status: Offline Posts: 9 |
![]() Posted: 28 January 2015 at 5:57pm |
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Well I certainly don't want to box myself into a style that only works for shinobi characters. I'm afraid your image his going entirely over my head. I don't reqlly know what those dots are supposed to represent. Do you mind elaborating a bit? Thanks for the feedback, though!
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PixelSnader
Commander
Not a troll! Joined: 08 January 2026 Online Status: Offline Posts: 3194 |
![]() Posted: 29 January 2015 at 7:47am |
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It's a very rough indication of the motion one foot makes while running. Red means the foot is in the air, green is on the ground. The less frames (or less time, if you're giving frames different timings) you have on the ground, the more fast/extreme/floaty/runny the animation will look.
Don't pay attention to the elliptical shape or spacing, this is just about how long you touch the ground. Maybe looking at these two videos will also help: somewhat realistic run exaggerated run The second has a much stronger sense of powerful kick off, speed, and exaggeration. It doesn't quite feel appropriate for a ninja because I would expect those to not show kickoff force but be much more nimble and floaty, but it does show stylization and longer airtime. |
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