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Mixing sprite styles?

What do you think about mixing sprite styles? I'm not saying having one average NPC be kaizer (or in my case, RO) and another right next to him being RTP. I'm talking about in the case of monsters, who you want to look big and strong. Here's an example of what I mean (It's a rush map):

http://img.photobucket.com/albums/v253/ ... mple45.png[/IMG]

or in battle:
http://img.photobucket.com/albums/v253/ ... pleinb.png[/IMG]


What do you think? Personally, I don't mind it. I might be doing that in my game, but on a strictly <b>no human/humanoid</b> policy, as I don't want creatures of the same species to be in different style (Thus, human enemies or enemies in the RTP I want to use will also be used)
 

Anonymous

Guest

Personally, I think the styles clash badly, in terms of shading style and palettes. Maaaaybeee if you recolored them to be the RTP palette, it wouldn't be quite so bad.

But I'm a stickler for graphic styles matching. I can't stand it when people mix rips from different games or RTP with xanyzora's tilesets or the like.
 

Daeq

Member

It shouldn’t be too difficult, it is dependant on the sprite type you’re choosing (Battler / Character Set). The RPGMXP tileset appears much softer in comparison to the ones defined, but still retains those explicit details. The Monster battle sprite to me appears to be quite sharp and the character too blurred to even be a sprite. It's probably just me at 8am in the morning not giving a lot of information / persona.

I've said this before, Graphics Gale is one of the easiest spriting Tools I've found and can change the colours of sprites at almost the touch of a button.
 
So long as the sprite styles aren't radically different chances are the average player wouldn't notice/care. For example in the pic you posted at the only thing that looks off is the tile set and the battle backdrop. Although the sprites are two different styles they're close enough that it wouldn't stop the average gammer from playing a homemade game (now if it were professionally made game I could see complaits though).
 
It can work, but it takes skill to make it work. You're essentially doing what specific sequential artists have been doing for years. Just look at European and Japanese comics. Those books feature simple and iconic characters with highly detailed villains, backgrounds and props.

*Art Lesson Coming Up*

This is because iconic characters (Charlie Brown, Mickey Mouse and Bugs Bunny) are simple in design and thus our subconscious fills in their missing features with our own (we see ourselves more in Mickey Mouse than Spawn.) Whereas, the more detail you add the more you distance the viewer spiritually from the character and the more realistically they become.

Now when you talk about "different styles" you're technically talking about a different way of conveying shape, line and form (as well as color choices etc etc etc.) That almost always fails. There's no way to pull it off successfully unless you're doing something like "Who Framed Roger Rabbit."

I'd suggest you keep the same drawing style, but make the characters more detailed. That's the best way to go about doing it (not to mention professional and intelligent.)
 

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