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Battle Sprite WIP (new animation + spritesheet)

Mechz

Member

http://img259.imageshack.us/img259/3812/spriteprogressmo7.th.png[/img]
http://img110.imageshack.us/img110/128/metalattack2yq6.th.png[/img]

This is the standing sprite for the battle demo I'm *planning* on releasing Wednesday.

I have to do one breathing, three slashing, and three guarding animations. I tried to go for the colorful fighter look, instead of that 32x32 shit RMVX has by default. (and I have to do another set of animations for the enemy fighter)

Heh, it's been four years since I've animated a sprite. I'm out of touch on the current software. Anyone want to recommend a program?

Edit:

Here's the linework for the attacking animations (Stand->Drop1-Drop2->MidStab->Drop2->Midstab->Drop2->Highstab->Drop2->Midstab)

http://img520.imageshack.us/img520/2513/stabmmhmhz7.gif[/img]

It's called linework for a reason. Nothing fancy. :]

(Drop2->LowStab->Drop2->MidStab->Drop2->HighStab->Drop2->MidStab->Loop)
http://img399.imageshack.us/img399/7074/stablmhtl5.gif[/img]

(Lower stab, suggested by Amadeous)
http://img357.imageshack.us/img357/9311/stablowwu2.gif[/img]
(Idle animation... It's really difficult to make it look right with just lines. Hopefully it'll look less like he's pelvic thrusting when I do the action sprites)
http://img256.imageshack.us/img256/8966/breathsj7.gif[/img]

(Newer attacking animation)
http://img258.imageshack.us/img258/874/allattackig0.gif[/img]

(Even newer attacking animation
http://img501.imageshack.us/img501/3630 ... oopcr9.gif[/img]
 
Hrm, I think you could afford to make all the stabs a bit lower. He's crouching down, yes, but the High stab looks like he'd just be attacking the opponent's hair. And the low stab would be most people's mid stab.
 
Are they gonna be this big in battle? If so,that means that there will be only one battler per battle? Heh. :p

Very nice start though. I need to learn and do line work, and convert down then process the sketch into a neat animated sprite. Flesh it out. those looks good. cheers. I'll stop by again and see what else you did.
 
Ok for the idle have two frames of one pose then two of the other. That way it's not so fat paced and it looks like he/she is just bouncing from foot to foot.

Also if the view ports are angled enough you could fit three characters in RMXP.
 

Mechz

Member

The battle system is meant for 1v1, but when the demo's done, I'll look into ways to fit more players in (up to three; and they will be overlapping eachother). I'm not sure, but that may mean I'll have to draw 3 different viewports for the sprites. ^_^;;

Oh, btw, it's RMVX. I'm actually writing my game's script from the ground up. No default code besides built-in shit. :/
 
Nicely done. However, I think perhaps the jabbing motion could be a little more exaggerated. IE: One high stab( head level), mid stab(waist level) low stab (ankle level) perhaps followed by a high stab again.  It seems a little constricted right now, but all in all, one of the best animated battlers I've seen in development in a long time! Cheers.
 
Mechz":1ub0gte2 said:
cropped image...

Newer animation. :D

Also, in the actual game, he won't be attacking in flurries like that... It's just an animation feature all three types of stabs.

By the way, all six sprites took about twelve hours of nonstop hard work. -_-

That looks cool. Those little pant flings near the bottom by the feet look a little off (out of place) from the rest of the pants since the rest of the pants are not flowing with the movement. You'll probably work on the bottom half soon I gather? It looks like he's standing on a manhole with wind blowing UP at a 45 degree angle left. :)

It may be a good idea to add more pant flow, or remove the current ones. The body motion though, looks great.

Also, maybe when you post another updated animation, try slowing the giffies down a bit so we can see the stab poses a bit longer before the next one.

I'm sure it takes a bit of time to get these things just right.  :smile:
 

Mechz

Member

I'm just curious, but how fast is the animation moving for everyone?

I seem to get this strange frame lag when I view it in my browser, and sometimes it moves at a fluid pace of 10fps.

However, in Windows Media Player, it moves at about 100 frames per second... and that's a bit too fast. ^^;;
 
My suggestion is try creating non-uniform pauses in between stabs, and exaggerate the final stab of the sequence.
Edit: Whoops nvm.
 
As said, it's a tad too large. Large sprites are good and all, but I've seen Arcade beat-em-ups with smaller character sprites. The dimensions of the images are likely to change dramatically if the character is actually standing upright, or if other characters' builds are any larger.

Sizes aside, the shading on the hair is off, and makes it look plasticy. The shading on the trousers twitches, although the lineart doesn't move. As it stands, the animation is very twitchy. Doing frames where the weapon or arms 'blur' will make the animation look smoother, but still retain speed.
 

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