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The Voodoo Template & Nanotema WIPs

faun/satyr? Not sure what you mean there but I'll make those edits when i get back from cooking.

Edit: I brought the laptop down to the kitchen, So now I'm cooking and typing lol.

Edit 2: haha just saw what you meant there, I'm stupid enough to need to google satyr, but yeah I was thinking that they did look a little tip-toey...
 
Remember that with walking animations the stepping animation should always be 1 pixel shorter than the standing animations. This helps avoid the look of sliding or hopping.
As for your actual animation, the arms need to move more and the steeping looks like he/she's just kicking their leg up rather then they're actually stepping. The back step looks fine but try to make it a little more obvious that the forward leg is actually cominng out and not just being lifted slightly so the character can flick it's foot :)
 
Okay, so summerising the changes that need to be made:

Arms need to swing a bit more.
The front foot needs more... lift and toe direction? To show intention of a step forwards. I think that can be done without little hassle. I'll make that edit before I upload the character set and the animations.

Thanks Panda :)

EDIT: Here's the finished product thus far. Now to get some feed back on on the back and sides.

http://img223.imageshack.us/img223/9540/vm1oe3.png[/imgzoom]

I'm now getting images for animations so I can show you how it moves.

EDIT 2: Cutting the images is annoying to do. To see how it moved, try it in a demo on the engine lol. I might turn the feet in a little on the down stand frames but I'm just about happy with it now.

EDIT 3: After a tonne of quick edits while testing them out, I've now got to this stage:

http://img134.imageshack.us/img134/9485/vm1qd7.png[/imgzoom]

ALSO!: I've near completed the autotile 01 for my ancient lab.
http://img442.imageshack.us/img442/97/screen2ma9.png[/imgzoom]
Please do not rip the tilesets as they are not for public use. Thank you.
 
Hehe, well once I'm done with the templates. I will be making a few special stances or animations. So, Drinking, sitting, sleeping. Any more suggestions?
 
http://img381.imageshack.us/img381/8035 ... oorre9.png[/imgzoom]
Please don't use, I'm just showcasing.
A character set of a fading / vanishing door for my ancient lab tileset.

It's intended to be activated / opened by standing on a square infront of the door and closed again by standing on a square behind the door. This prevents the player being stuck on the event of the door rematerialised with him still standing in it. Gotta hand it to dem der ancients, mightly clever folk.
 
Thank you for the face GR.
http://i155.photobucket.com/albums/s315 ... ebirth.png[/imgzoom]
I have some problem with your version of my template. The head look very egg shaped. The legs lok to stick like and wouldn't support the frame. The side view looks okay but your stylised weird jaw line spilled over. The problem with thinning him a pixel means that hes an uneven number of pixels wide which means he'll be off center when used.

But with these comments in mind, I'll begin reworking it. Any other advice on how to normalise the template.

IMO, your version lacks shading though I do like it to a degree.

Any advice on on the female so I can get to work on these together?
 
1. your head looks to squarish, that's why I kinda revamped it.
2. people have jawlines mate ;) this helps putting the hair in the correct place
3. sticklike? not really, actually it looks more realistic this way
4. and last but not least.. templates don't need massive amounts of shades unless you have a palette that supports it and the shades are recogniseable from eachother.

enjoy
 

Tindy

Sponsor

When they're walking, the hind foot should be shorter by at least a pixel (or more) and shaded more darkly, since it's in shadow.
 

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