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My style Characterset. (PA)

Jason

Awesome Bro

http://img86.imageshack.us/img86/8780/smallwalkgifmr2.gif[/img]


Hey everyone, I've already posted this in the RM Discussion, but I thought I could bring it here to see what you think...

It's the sprite for the main character of my game, The Last Summoner, as you've noticed I haven't used a template, and theres a reason for that, I want to prove to myself that I can make a game without templates, it also gives me more freedom as to how all the people look, they can all be different sizes, have different faces (They don't have any on the sprites lol), and change their anatomy.

As you can see with this guy, named Kye, I have exaggerated the arms, this is to make him look strong, which I think it actually gives the impression of.

This is the only sprit so far with a walking animation, He has an up and down animation, I'm still doing the sideview ones.

Since this game is being made for people to play, not for me, I would like some C&C on him, what can I change ? Please don't say "Make him bigger", because I'm already doing tilesets the same style and size as him.

Thankyou.
 

___

Sponsor

Hm for starters, the whole torso should bounce when he walks, not just the head.  Remember what's happening is the legs are spreading out so the hips go down and the whole upper body goes with them.  I'm not sure what you were going for with the green stripe under the hands but if that's supposed to be the bottom of his sleeve, you wouldn't see that unless he was turning his hands and arms upward toward the PoV.  The legs seem to dangle left and right sort of like a marionette does when it 'walks' - they should basically maintain their vertical alignment, just foreshorten a little bit.  They seem to be almost glued together right now or something, properly shading the leg that's in the rear on the intermediate frames will make them look more separated.

On lighting, you seem to have highlighted the edges of his body all the way around.  Check out the Tutorials and Academy sections for information on picking a light direction and properly shading.

So on to perspective, it would be effective to show a little more of the top of his head, remember you're shooting for somewhere between a 35-60 degree angle if you're going for the standard RPG perspective and right now the PoV is pretty much looking at him straight on at a flat angle.  It's difficult to use foreshortening to give a sense of perspective at that scale, but I think generally the curvature of his belt line along with a better view of his head and maybe the tops of his shoulders will accomplish it.

That's all I can think of to point out now, I'm sleepy :0  Good luck with your project. :)
 

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