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Spriting for DW remake

Hello hello, i need to know what a few of you folks think of this character frame so far, it is the hero of the game.
---
E-
I've deleted all other frames below now, third character not 100% complete yet.
Character-1Frames-WA.png


The smaller version of the hero you see in the "Small things thread" is the map sprite.

A look at the characters in the castle, the castle (still a wip) is bare on this screenshot, don't want to show off any objects yet, banner not complete, wall complete but there's more pieces for it.
I want to keep the graphics somewhat simple but not too simple.
http://i701.photobucket.com/albums/ww13 ... gel-WA.png
 
Very cute. The colors are great, especially in the first one, and the detail is crisp and clear. The perspective seems slightly different to me, though--the purple guy looks more top-down than the blue guy. I think this has to do with the blue guy's helmet.
 

boon

Sponsor

I forgot again, I tried editing the palette and some of the shading -- on the purple one you had 2 nearly identical shades of the same color.:
 
Thanks for the comments guys, i was waiting for some comments before i continued on.

Perihelion: Right right, i think it's that gold plate on the helmet causing the problem i will edit that right away.
Boon: I see what you mean but i think you went overboard with the shine there, i will brighten the darker highlight slightly, otherwise the lighting becomes to sharp against the base color which makes for a bad look.

Thanks a lot guys, appreciate the help.
 

boon

Sponsor

WalkingAbomination":35g83qun said:
Thanks for the comments guys, i was waiting for some comments before i continued on.

Perihelion: Right right, i think it's that gold plate on the helmet causing the problem i will edit that right away.
Boon: I see what you mean but i think you went overboard with the shine there, i will brighten the darker highlight slightly, otherwise the lighting becomes to sharp against the base color which makes for a bad look.

Thanks a lot guys, appreciate the help.

contrast is king, most pixel art is very sharp. It doesn't look bad, analyze some of Inquisitors work.
 
We have diff styles man (seen some of his work), i know of contrast for the most part too ^^

Here's a little remake of mine peeps, i'm going to remake most the monsters.
This here was a wip, it's already complete.
Drakee-WA-Remake.png


Plate fixed.
E-
Now found on top.

Hope it's cool to post this here as well, want to keep all comments on these wips in one thread.
First floor plan for Tantegel (so far).
On the longer room to the right top side i want to add a library, under kitchen the troop dining area, i still need to mess around with that blank area down there, water comes through those bars on the back.
Many more things to be added, and although you can't see clearly the banners suck i need to remake that.
E- I have reduced the size of the bricks, remade the trees, and changed grass color since this image was posted.
http://i701.photobucket.com/albums/ww13 ... stF-wa.png
 
Yep i have the template for it, so far the male is complete and i'm working on the rest of the body types still.
Don't plan to release this one though, maybe after the game is complete ^^.
 
Boon":1gzoc81m said:
I forgot again, I tried editing the palette and some of the shading -- on the purple one you had 2 nearly identical shades of the same color.:
I actually like WA better, you've add a new light source, the upper left which means it is less user friendly. I found that making the light source center is the easiest with game sprites. Looks good WA but your second link is broken.
 

boon

Sponsor

Light source center normally leads to pillow shading. Also, I don't really see how changing a light source makes it less user-friendly.
 
Boon":34xivmf4 said:
Light source center normally leads to pillow shading. Also, I don't really see how changing a light source makes it less user-friendly.
It doesn't really lead to pillow shading if you know what you're doing. And with shading center you can flip character graphics, but with a left or right light source you can't, and this can be very helpful if you're making a lot of characters, or a completely new RTP. This is just the way I think it should be done.
 
And with shading center you can flip character graphics
It takes just as much effort to add those extra few pixels.

I think they look great WA besides your palette could use some fine tuning still. Boon has already picked up on that.

love the template.
 
Sank yiu ^^
Constantly making edits, i will upload another picture for you guys soon.

E-
My edit to the colors-
Lowered base color by one, raised second highlight color by two or so, changed one or two pixels for light on right side of helmet, lowered second yellow color by two or so... and that's about it ^^
I'll lighten the line for the top of the visor a bit later too, for those that might be curious i'm using Graphics Gale.
E-
Now found on top.
 

boon

Sponsor

WalkingAbomination":28nmz2no said:

Look, you have really nice line-art but that second highlight color is too similar to the other color beneath it, and isn't necessary, just remove it and replace with some more highlight/midtone.
 
E-
I just feel this makes for a smoother shine, i like a smooth transition for my shiny objects.
I'll just say this, i try to follow the "rules" when it comes to color and contrast, and i do need help at times (that's for sure), but i also like to go with my gut feeling and my gut feeling tells me that this looks good and stands out enough to make the character look better, so that's why it's still there.

So please folks lets not waste time talking about something i made up my mind about, and you're bound to see these things in my tiles and other character sets too, this is the way i like it sometimes.

E- No rudeness meant towards you Berserker (or anyone else), just want to let others know how i feel about it before most of the first page is eaten up by this discussion.
 
I think the light source is fine. As previously mentioned, having it directly overhead doesn't lead to pillow-shading if you know what you're doing, and it also makes it easier to keep things consistent with tilesets and whatnot--having a really defined light source can work against you if it's inconsistent with the surroundings, which is a problem I often see when people flip sprites' side poses.

And yeah, the blue guy's helmet looks a lot better now, although I'd have to see them side by side to compare.
 

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