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My spriting needs help
#16
Um... its really only unnatural for walking and running. For a swing it feels natural with either foot but i find myself using the same foot as the arm more often than not. If this was a sword thrust however... theres no question you would use the same foot as arm. Not only did that feel more natural, but it gave better reach.

In short same foot seems more likely to be correct even if just to save frames.
Christianity is my faith not my religion. And neither should be pushed upon people.
HELP-Need as much C+C and playtesting as I can get on my SHMUP Megaman reimagining!
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#17
It depends on what kind of sword slice it is.
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#18
I want a simple forward stab but I can't get one right, a swing will come later, and finally a 360 spin, and possibly special swings like jumping fall swing down...but yeah a simple stab, and a basic weapon template
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#19
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This is the new grass tile set, What is your C+C?

I changed the hue to make it greener, Here is an ingame shot
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[Image: ZIGE5FE.png]
Thanked by: Paladin
#20
it's very noisy. The size of blades and the brightness it has is pretty distracting from the actual elements onscreen (they have lower contrast and less saturation, which is the way you make something less obvious, which is usually not desirable in the main character onscreen)
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#21
I was planning to switch the grass you see here to be a tall grass, that you get partially submerged in...a short grass will be eventually made
[Image: ZIGE5FE.png]
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#22
[Image: bBms4Fw.png]
so besides the grass I need to start making a more solid hud/gui I would really like community input on this as it is supposed to promote live combat not the open inventory on the right for use while fighting without blocking gamrplay
[Image: ZIGE5FE.png]
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#23
The grid shows up really bad on that grass, which throws the realism off by a lot.
I know this doesn't entirely EXPLAIN how to do it, but maybe it'll help: http://www.pixeljoint.com/forum/forum_po...982#154982
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#24
The amount of detail and color is inconsistent with and interferes with the overall style of the character sprites. I'd definitely simplify it in addition to tweaking the palette.
Salvador Dali Wrote: Begin by learning to draw and paint like the old masters. After that, you can do as you like; everyone will respect you.
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#25
I'm trying to move toward more detail, and this is long from finished
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#26
here is an example of a current bug
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the auto-tiling seems to be only reacting when touching water in all cases, and dirt in just grass...this Is a pain I tell you
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#27
[Image: wD0ivxR.png] so I really need a better sprite for the player, but I don't have the artistic skill for a redesign ...I still want to have a similar style, just a better more refined one than this...can anyone offer advice or help?
[Image: ZIGE5FE.png]
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#28
(02-15-2014, 01:30 PM)golbez22 Wrote: ...I still want to have a similar style, just a better more refined one than this...can anyone offer advice or help?

Well, this might not be the biggest piece of advice, but since you said you want to make the game similar to Zelda, Golden Sun and Chrono, I think it would be wise to study the sprites from those games.
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#29
I've been extensively...I particularly like the feel of zenonia 3 and 4 character movement...though I have no Idea on how to achieve this as I am not an artist by trade I am a programmer so these sprites have come as a challenge
[Image: ZIGE5FE.png]
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