Show off your graphics!
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- Spoonweaver
- Liquid Metal King Slime
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- marionline
- Metal Slime
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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.
Beside missing faces + walkabouts, please let me know what to improve.
- TabletopTimeTurner
- Red Slime
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- BMR
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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
18+1 colors
15 frames
160px by 160 px
Last edited by BMR on Fri Mar 03, 2017 7:33 am, edited 2 times in total.
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
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- SwordPlay
- Chemical Slime
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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.
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.
Last edited by SwordPlay on Sat Oct 27, 2018 12:51 am, edited 13 times in total.
"Imagination. Life is your creation."
- Taco Bot
- Meat, Cheese, and Silicon
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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)
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)
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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.
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.
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- Willy Elektrix
- Liquid Metal Slime
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- Nathan Karr
- Liquid Metal Slime
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Relieving some stress by working on a different game for a bit, another one with Fnrrf's graphics as a template to work from.
- Attachments
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- Hey, listen!
- fairy walkabout.bmp (1.68 KiB) Viewed 3502 times
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- Watch out!
- Fairy Hero.bmp (5.12 KiB) Viewed 3503 times
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- Welcome to Corn Area
- Guard Hero.bmp (5.12 KiB) Viewed 3503 times
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- The male warrior makes a surprisingly versatile template from which to fill out sprites for the other NPCs.
- Knight Hero.bmp (5.12 KiB) Viewed 3503 times
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- Sure took me long enough to finish the werewolf...
- Werewolf Hero.bmp (5.12 KiB) Viewed 3503 times
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- SwordPlay
- Chemical Slime
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trying animated enemies using Transmogrification.
Looks good! Kinda.
I can't wait for animated enemies
Looks good! Kinda.
I can't wait for animated enemies
Last edited by SwordPlay on Thu Apr 06, 2017 12:22 am, edited 8 times in total.
"Imagination. Life is your creation."
- SwordPlay
- Chemical Slime
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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
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
Last edited by SwordPlay on Fri Apr 07, 2017 9:45 pm, edited 10 times in total.
"Imagination. Life is your creation."
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.
That must be really tedious to do with attack chaining and transmogs but the end result actually looks pretty neat.
- SwordPlay
- Chemical Slime
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Wanted to work on animated enemies a little more...
Well, it's ongoing.
Well, it's ongoing.
- Attachments
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- looks smoother now :)
thanks for all your advice and help, everyone
Want to add in-between frames... Maybe later :p - 0hour (backup)0002.gif (141.56 KiB) Viewed 3249 times
- looks smoother now :)
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- I added kicks for the heroes!
Now the cast frame is a jab instead. - streetfighter (copy)0002.gif (261.23 KiB) Viewed 3265 times
- I added kicks for the heroes!
Last edited by SwordPlay on Sun Apr 09, 2017 5:32 am, edited 27 times in total.
"Imagination. Life is your creation."