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Liquid Metal King Slime
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 PostFri Nov 18, 2016 10:49 pm
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ISO!

DiablOHR!
Metal Slime
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 PostWed Nov 30, 2016 10:22 pm
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These cat-humans are NPCs and I am not sure if I'll use these images in the game. It could be nice to use images to show how they look different (or similar) compared to the humans main characters. But then again it's a question of workload and consistent(ness?), other NPCs would need to have such images as well.
Beside missing faces + walkabouts, please let me know what to improve. Smile











 
 PostWed Dec 14, 2016 3:36 am
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Kingthatguyfight.png
here's lil sprite for one of the party members in my game
Metal King Slime
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 PostFri Mar 03, 2017 6:03 am
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Nothing's been posted here in a while, and I've been playing around with animation, so:



18+1 colors
15 frames
160px by 160 px
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Chemical Slime
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 PostMon Mar 06, 2017 8:14 pm
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I made some mock ups for a fighting game. It will be loosely based on old skool side scrolling arcade fighters, with an rpg twist.
The main characters are high school students in the vein of japanese delinquents. The game would focus on the close bonds between the heroes as they fight crime and corruption. It features a school of delinquents and many rough city streets.
It is still under progress alongside many other projects.
I deleted the image preview. Sorry bout that. Might post it again at some point.
"Fantasy abandoned by reason produces impossible monsters:
united with reason, is the mother of the arts and the origin of their marvels."
Meat, Cheese, and Silicon
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 PostMon Mar 06, 2017 9:10 pm
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I like your style! It looks rotoscoped, definitely reminds me of the original Prince of Persia.

This is one of those times where I wish the OHR had smoother animations, as this style could definitely benefit from that. (TMC is still working on the new animation system though, so that's cool)
Sent from my iPhone
Liquid Metal Slime
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 PostTue Mar 07, 2017 12:07 am
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I really like the walkabouts. Those are always hard to make look good, in my opinion, just because of the low resolution and 2 frame limitation. However, as long as it's out of battle, there are ways to increase resolution and animation frames on characters if you're interested. Some ways are pretty simple, but you can get as crazy with it as you like.

This article on the wiki has an example script for making three-frame walking, which can be used in conjunction with a walktall script to get a fancier look. Of course, you could always expand on these scripts and probably make even larger sprites with more animation frames, but you'd have to arrange maps, walls, etc. to make it function properly at that point.
Ps. I love my wife
Liquid Metal Slime
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 PostFri Mar 17, 2017 3:22 am
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Virtuous Sword wrote:
I made some mock ups for a fighting game. It will be loosely based on old skool side scrolling arcade fighters, with an rpg twist.


Those battle sprites look cool! Their poses and animation have a lot of personality. I'd love to see a completed game in this style.
Chemical Slime
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 PostFri Mar 17, 2017 11:44 am
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Yeah, me too. Maybe when animated enemies gets added to the engine.
"Fantasy abandoned by reason produces impossible monsters:
united with reason, is the mother of the arts and the origin of their marvels."
Liquid Metal Slime
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 PostSat Mar 18, 2017 1:43 am
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Werewolf Hero.bmp
Sure took me long enough to finish the werewolf...
Knight Hero.bmp
The male warrior makes a surprisingly versatile template from which to fill out sprites for the other NPCs.
Guard Hero.bmp
Welcome to Corn Area
Fairy Hero.bmp
Watch out!
fairy walkabout.bmp
Hey, listen!
Relieving some stress by working on a different game for a bit, another one with Fnrrf's graphics as a template to work from.
In the past, I apologized when I was in the right because I was afraid of peer pressure. For this, I apologize.

I must be cruel, but to be kind; that bad may begin, and worse be left behind.
-Prince Hamlet of Denmark
Chemical Slime
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 PostMon Apr 03, 2017 7:41 pm
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trying animated enemies using Transmogrification.
Looks good! Kinda.
I can't wait for animated enemies Smile
"Fantasy abandoned by reason produces impossible monsters:
united with reason, is the mother of the arts and the origin of their marvels."
Liquid Metal Slime
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 PostMon Apr 03, 2017 10:01 pm
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That's aMAzing. Having them move at all looks really cool.
Ps. I love my wife
Chemical Slime
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 PostMon Apr 03, 2017 10:54 pm
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Thanks... but, it looks awful. They just glide back and forth. :p I didn't even animate their torsos or heads (yet...)
And it's nothing compared to your works... Much more impressive and way more prettier than mine!
In my defense, none of these graphics I've posted here are finished... Makes me wonder if I'm posting in the right place actually.

Seriously though, transmogrify is a really cool feature!
Must start using it more!


EDIT: I fully intend to pursue this animated enemies thing.
However, 3+ attacks and 2+ enemies for 1 frame of animation is TOO MUCH.
Also, there are glitches of various kinds, because I didn't set the bitsets quite right...
If enemy animation is featured properly, that'd be sweet :p

EDIT EDIT: I frequently run into problems with timing, chaining, interruption. And there are tonnes of graphical glitches to do with how the graphics boxes interact with each other.
*Animations playing in the wrong place or from the wrong position.
*If all the enemies/heroes aren't centred in their boxes, it makes distances look inconsistent
*Sprites move any distance in the same amount of time. Looks weird! For both attackers and projectiles

EDIT: deleted the images
"Fantasy abandoned by reason produces impossible monsters:
united with reason, is the mother of the arts and the origin of their marvels."
Metal Slime
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 PostTue Apr 04, 2017 5:10 am
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I think there's an attack bitset that disables attackee reaction (heroes show Hurt, enemies move back and forth a few pixels). I can't remember what it's called though. Anyways, it might help make the poses more normal looking and less twitchy.

That must be really tedious to do with attack chaining and transmogs but the end result actually looks pretty neat.
Chemical Slime
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 PostWed Apr 05, 2017 6:30 pm
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streetfighter (copy)0002.gif
I added kicks for the heroes!
Now the cast frame is a jab instead.
0hour (backup)0002.gif
looks smoother now :)
thanks for all your advice and help, everyone
Want to add in-between frames... Maybe later :p
Wanted to work on animated enemies a little more...
Well, it's ongoing.
"Fantasy abandoned by reason produces impossible monsters:
united with reason, is the mother of the arts and the origin of their marvels."
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