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Metal Slime
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 PostThu Dec 07, 2017 3:52 pm
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TheLordThyGod wrote:
Need to keep working on my run animations


The legs and arms need to move too. Try making the arm swinging back shorter and also darker to emulate foreshortening, and the arm swinging forward a bit longer and more in front. Same concept with the legs.
Liquid Metal King Slime
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 PostThu Dec 07, 2017 5:07 pm
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Foxley wrote:
TheLordThyGod wrote:
Need to keep working on my run animations


The legs and arms need to move too. Try making the arm swinging back shorter and also darker to emulate foreshortening, and the arm swinging forward a bit longer and more in front. Same concept with the legs.


Might also be worth trying some head-bobbing

Those big adorable bobble-heads would probably bob very nicely :)
Slime Knight
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 PostThu Dec 07, 2017 9:08 pm
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dummy.jpg
I revisited my sprite template, added some vertical movement, and changed the feet a bit.

I could still probably stand to do some tweaking to the arms.
...spake The Lord Thy God.
Slime Knight
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 PostThu Dec 07, 2017 9:51 pm
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TMC wrote:
Wha, this isn't for LinearQuest, surely?


No, I don't know what (if anything) these will be used for. I'm trying to get better at pixel art and develop a system for churning it out so no future projects have to look like LQ.
...spake The Lord Thy God.
Chemical Slime
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 PostFri Dec 08, 2017 4:09 am
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Arms (usually) swing forward and backwards OPPOSITE to the motion of the legs in the regular gait of a normal human walk.
Note, everybody. *cough* *coughing because the sprites that come with the engine have the arms and legs swinging on the same side in the same direction at the same time which is frankly appalling and inexcusable but they're cute so I'm conflicted*
"Imagination. Life is your creation."
Metal Slime
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 PostTue Dec 26, 2017 10:40 pm
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8bit.gif
Been working on adding a bunch of new stuff to my set of 8-bit graphics. 20 more enemy sprites, 25 new weapons, 35 more attack animations -- and that's just the new additions that are done. I'm working on more hero and walkabout sprites now (16 more hero sprite sets have already been finished, so it's mostly walkabouts for some of the new enemies that I'll need to add in before I can post the updated file.)

Here's a preview of some of the new hero sprites... playable monsters! (also included: elves, dwarves, and fat traveling merchant guys with silly hats.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal Slime
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 PostTue Dec 26, 2017 10:44 pm
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crone.png
Crone
Those sprites look great and have a lot of character. I need to see them doing the thriller dance.

Here is a crone I made recently:
vvight.wordpress.com
Liquid Metal Slime
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 PostWed Dec 27, 2017 9:53 am
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FnrrfYgmSchnish wrote:
Been working on adding a bunch of new stuff to my set of 8-bit graphics. 20 more enemy sprites, 25 new weapons, 35 more attack animations -- and that's just the new additions that are done. I'm working on more hero and walkabout sprites now (16 more hero sprite sets have already been finished, so it's mostly walkabouts for some of the new enemies that I'll need to add in before I can post the updated file.)

Here's a preview of some of the new hero sprites... playable monsters! (also included: elves, dwarves, and fat traveling merchant guys with silly hats.)


Wonderful! I'm looking forward to using the elves and dwarves and stuff especially.

How much effort did I waste by doing werewolf and raccoon guy hero sprites on my own?
Remeber: God made you special and he loves you very much. Bye!
Metal Slime
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 PostTue Jan 09, 2018 10:01 pm
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A new jungle tileset for the village in my current game project.






Any ideas what to add the village to make it look more inhabited?
I've never been anywhere near a jungle, that maked designing it a bit of guessing around.
Slime Knight
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 PostTue Jan 09, 2018 11:01 pm
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Usually they have some stuff outside the huts, like spears and gathering bowls. Depends on what stuff they don't need inside their huts. That, and they usually have a dirt ground area, something about either bugs or fast growing vegetation I think.
Liquid Metal Slime
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 PostWed Jan 10, 2018 3:18 am
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Try adding something(s) communal that people are using together. Maybe they're tanning hides, or crafting weapons, or tending a fire/cooking. Things for NPCs to do instead of just hanging around. People rarely just hang out and do nothing.

(Looks great though!)
My pronouns are they/them
Ps. I love my wife
Metal Slime
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 PostWed Jan 10, 2018 6:04 am
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Thanks for your great ides! Smile
That's really helpful to improve the map.


Here is the improved version of the map:

A statue for revovering the heros.


The village with NPCs and tools.


The garden with fern to hide monsters/battles.
Slime Knight
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 PostThu Mar 01, 2018 5:30 am
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I.. uh.. Return?

It's been a while.

Also; the above is entirely created using the stock OHRRPGCE palette.
Liquid Metal Slime
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 PostFri Mar 02, 2018 12:23 am
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@marionline:
I never noticed your updated maps, somehow! They look really good. The village definitely looks more populated and lively. The level of detail and diversity among the graphics and objects makes it much more interesting to look at and (I'm sure) more interesting to explore. I like the statue particularly. You might consider making it stand out even more since it appears to be an important game object. If it recovers heroes, then there's clearly some significant narrative and mechanic purpose to it. The cups(?) around it are a nice touch, but I'd go even further. Make unique trees around it, a water feature, markings on the ground, I don't know. Tell the player explicitly through the presentation that THIS THING IS IMPORTANT. Make it the center of an entire shrine or temple or something. It looks super cool; you should give it more recognition to support that.

@thespazztikone:
I didn't piece together that you'd made that using Neo's palette. That's really impressive! I always love seeing how uniquely that palette can be used. There are a lot of great artists here who definitely make effective use of it like this. The hue shift of the purple shade you used for the shadow color is real nice, but I like the stark primary colors as well. Usually you hear the advice that using fully saturated colors is bad practice, but it' obviously a stylistic choice here, and I don't question it.
My pronouns are they/them
Ps. I love my wife
 
 PostFri Mar 30, 2018 2:33 am
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Xer0sCustomOHRPalette.bmp
And finally...my first custom palette!!
LackofLegacyTitle.png
A title screen for a different project...not the final version.
HUD UI WIP.bmp
HUD/UI attempt...still a WIP...
SolArmor1.png
First attempt at armor...still a WIP...
LibraryElf1.png
One of the NPCs. She's an Elf Librarian. :)
PlayerCharacterFemale1.png
Default Female Player (appearance can be changed in game :) )
PlayerCharacterMale1.png
Default Male Player (appearance can be changed in game :) )
Still practicing, to be honest...but I'm definitely improving!! Smile This art is from my current project. I had to start it over from scratch...because I didn't follow any of the warnings to back up my work...and my previous laptop died. :/ At least now I'll be more careful, right?
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