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.TheLordThyGod wrote:Need to keep working on my run animations
Show off your graphics!
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- Bob the Hamster
- Lord of the Slimes
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Might also be worth trying some head-bobbingFoxley wrote: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.TheLordThyGod wrote:Need to keep working on my run animations
Those big adorable bobble-heads would probably bob very nicely :)
- TheLordThyGod
- Slime Knight
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- TheLordThyGod
- Slime Knight
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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*
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*
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- FnrrfYgmSchnish
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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.)
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.)
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- 8bit.gif (25.67 KiB) Viewed 4860 times
Last edited by FnrrfYgmSchnish on Tue Dec 26, 2017 10:41 pm, edited 1 time in total.
FYS:AHS -- Working on Yagziknian NPC walkabout sprites
- Nathan Karr
- Liquid Metal Slime
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Wonderful! I'm looking forward to using the elves and dwarves and stuff especially.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.)
How much effort did I waste by doing werewolf and raccoon guy hero sprites on my own?
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- marionline
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- MorpheusKitami
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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!)
(Looks great though!)
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- marionline
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Thanks for your great ides!
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.
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.
Last edited by marionline on Sun Jan 14, 2018 9:31 am, edited 1 time in total.
@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.
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
Ps. I love my wife
- Xer0.the.Dark
- Slime
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- Joined: Mon Dec 19, 2016 6:21 am
Still practicing, to be honest...but I'm definitely improving!! 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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- Default Male Player (appearance can be changed in game :) )
- PlayerCharacterMale1.png (5.32 KiB) Viewed 4363 times
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- Default Female Player (appearance can be changed in game :) )
- PlayerCharacterFemale1.png (7.6 KiB) Viewed 4363 times
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- One of the NPCs. She's an Elf Librarian. :)
- LibraryElf1.png (6.25 KiB) Viewed 4363 times
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- First attempt at armor...still a WIP...
- SolArmor1.png (11.12 KiB) Viewed 4363 times
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- HUD/UI attempt...still a WIP...
- HUD UI WIP.bmp (187.55 KiB) Viewed 4363 times
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- A title screen for a different project...not the final version.
- LackofLegacyTitle.png (10.46 KiB) Viewed 4363 times
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- And finally...my first custom palette!!
- Xer0sCustomOHRPalette.bmp (75.05 KiB) Viewed 4364 times