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TLE Sprite v2 demo

It's been bugging me that I couldn't figure out what exactly was bugging me about the template as a whole (other than little things, like in some animations the legs look very skinny and I don't think that the colors have nearly enough contrast). I think I finally figured it out, though.

With a template of this size, I would like to see more exaggerated movements. This mainly applies to the areas that normally wouldn't be moved on a smaller sprite- the shoulders, hips, etc. With something this large, it's much easier for the walking to look "stiffer" than with a smaller template. Give it more of a twist in the body when walking.
 
yea maybe we could do that. the thing about the contrast...

this is a problem we will have for the template for people not using our version of the editor. cause we are trying to implement 3D lights all shading will be done in game. meaning untill its working all our spites could look pretty flat

i will talk to people about the movement. i do understand what you are saying, but it would make working with it a LOT harder. but the man characters will have running animations also. meaning we can do what we like with the running. and like most people that play rpgs they run everywhere anyway :)
 
XcuMaSoft;328093":1cax6fue said:
cause we are trying to implement 3D lights all shading will be done in game. meaning untill its working all our spites could look pretty flat

No offense, but that's impossible. 3D shading does not work on a 2D surface. There is no way to make shadows appear in the right places on a 2D sprite because the sprite itself is flat, and 3D shadows can only be made by shining a light source on a 3D surface.

The only thing I can think of that would make "shadows" for you would be a system that selectively increased contrast based on the luminance of the colors, but even then it'd be easier just to shade the thing from the start. Or, perhaps, if it used some very simplistic form of bump-mapping, which treated colors with higher luminance as being "bumped out" further than the things with lower luminance. Again it'd just be more effective to shade the sprite in the first place ...

It's not that I'm denying your teams' abilities, I'm just saying I don't see how it's possible.
 
it will be complicated you are right. but i should have gone futher into it and im sorry. all Sprites will be given a "Mask" a color burn mask. (maybe more for certain maps) what the "3d" lights will ONLY interact with the color burn mask. as one section gets lighter it checks for the brightest pixel (compared to the normal sprite) when as it gets brighter the it dims down the whole mask. making the dark areas even darker.

it will be kinda like a 2d bloom effect (something that will be a first as far as i know) as well as that the maps will have overlays even fogs and others. :)
 
yea i will do :)

it could be a while but it will also maybe be a feature in the editor we are making.

but anyway... PEOPLE PLEASE LOOK AT THE FIRST POST AND GIVE FULL FEEDBACK!
 
I think the sprite template is good, fundamentally. Of course, I'm a bit biased. :P

I only hope that the large nature of the template doesn't make it impossible to sprite on. But, that's a concern for our art department - and me since I'll have to support them.

Regardless, I hope more people will comment and critique our template. Remember, we can only get better with your help!
 
In the side view on the 6 or 7th frame,the foot looks like it grows larger when it bends making it look more like a quarter view foot than a side view foot. In my un-experienced opinion.
 
In this animation here:

http://img.photobucket.com/albums/v67/C ... E/side.gif[/img]

... I think the feet are too round. They seem to lack any muscle at all, or toes. This is possibly because all your characters will be wearing shoes/boots, but yeah.

I must comment that the fingers on the sprite are absolutely fucking excellent. I've never ever seen a smoother sprite on RMXP.org. Congrats.
 
why thank you very much (on behalf of CLEST :P)

we are going to be slowing down work soon. (but these are still very much in dev) we have the fixs to come soon and then the female at a much slower pace :)

but once these are all finished i would love to see what you guys can do with them :D
 

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