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My first sprite attempt

Posted: 29 Nov 2005, 17:13
by HaLLanHype
.....

Posted: 29 Nov 2005, 19:32
by Modanung
The projection is very medieval/egyptian... or childish.
The proportions are just childish. It's a style. But not my favorite style.

And... read this if you havn't already: Tsugumo's pixel-art tutorial

Posted: 29 Nov 2005, 20:54
by Crush
despite the fact that your sprite are much too large, you should try to adapt the style of the new playerset:
Image

the problem is, that all npc sprites got a completely different style at the moment. that is really irritating. that's why i think that we shouldn't create new npc sprites from scratch. in my opinion we should replace all npc's by custom sprite edits based on the new player set.


about your sprites as such:
the proportions are bad indeed. the shoulders are much too broad and the head is too large.

in addition you used many straight lines. straight or diagonal lines should be avoided if possible, because they look very unnatural and mechanic.

you shouldn't use black lines for details like muscles. it looks much better when you just suggest them by shading like talaroc did at the spritesheet above.


Hallanhype, when you want more creative freedom, you could try to make some monster sprites. we really need monsters at the moment. we got a complete new forest enviroment laying around, but we can't publish it because we haven't got any monsters that fit into it. when you make monsters you got much more creative freedom.

Posted: 29 Nov 2005, 21:48
by HaLLanHype
Yeah I kind of like the look whatever you would call it.... I did the large head on purpose ... I could do a smaller head version just to see how it looks but myself I like the larger head better. About the shoulders your right and Im going to fix them tonight. Your right straight lines dont look great but like arms are kind of straight except the elbow and so on...

lol cant remember what you meant now so might so like im stupid... did you tell me to use black for muscles or not too... cause I do use it for the six pack and chest but not on the arms or legs... so did you mean use color shading or the black shading

and I will check out that tutorial thanks

when you said about changing them to fit the spriteset or whatever what did you mean?

ok tried to get at everythign you both said... thanks for the opinions guys helps me learn and improve

also yeah I will work on monsters eventually.. I was making my own game just for fun but I will also share monster(s) with this project if I feel they are good enough

Posted: 29 Nov 2005, 23:05
by Crush
HaLLanHype wrote: Your right straight lines dont look great but like arms are kind of straight except the elbow and so on...
Talarocs sprites have almost no straight lines beside the fact that they are much smaller...
lol cant remember what you meant now so might so like im stupid... did you tell me to use black for muscles or not too... cause I do use it for the six pack and chest but not on the arms or legs... so did you mean use color shading or the black shading
i meant you should not use black lines for details like muscles but use shading for them instead. the famous painter William-Adolphe Bouguereau once said that the secret of being a good painter is seeing line and color as the same thing.
when you said about changing them to fit the spriteset or whatever what did you mean?
when you want your sprites to get into tmw, their style has to match the style of the other sprites.

yes, i know. all the current npc's ingame got entirely different styles. that's because most npc's are recycled experiments to find a general style for the characters. when we completed the player sprite sheets we will most likely replace them all with characters in the same style.

but when you want to use your sprites for your own project you can of course go with whatever style you prefer. but keep in mind that it will look very strange when the style of different characters in your game looks too different.

Posted: 30 Nov 2005, 04:20
by HaLLanHype
added some more

guy with hair and stuff

and walking animation

Posted: 30 Nov 2005, 04:22
by Verious

Posted: 30 Nov 2005, 05:23
by Crush
please post that in the appropiate thread:
http://forums.themanaworld.org/viewtopic.php?t=323

thank you.

Posted: 30 Nov 2005, 08:26
by ElvenProgrammer
Crush wrote:Hallanhype, when you want more creative freedom, you could try to make some monster sprites. we really need monsters at the moment. we got a complete new forest enviroment laying around, but we can't publish it because we haven't got any monsters that fit into it. when you make monsters you got much more creative freedom.
Ah ehm, maybe you forgot this one?

Image

Posted: 30 Nov 2005, 16:09
by Crush
ElvenProgrammer wrote:Ah ehm, maybe you forgot this one?

Image
i see this one for the first time. why not put the fire goblins in, too and put the map online?

by the way, i'm currently making a 2nd woodland map that is attached north of this one (now focused more on playability and less on feature whoring).

Posted: 30 Nov 2005, 16:19
by ElvenProgrammer
Ok, what about this one? 8)

Image

Posted: 30 Nov 2005, 16:22
by Crush
is there a complete spriteset of that one or just those 5 frames?

i really should go to the artist meetings more often.

Posted: 30 Nov 2005, 16:42
by ElvenProgrammer
That's only a WIP by neko-mon, but it will be completed soon I think.

Posted: 01 Dec 2005, 01:36
by HaLLanHype
hmmm anyone got a spritesheet for monsters and maybe I acn work on one or a few

Posted: 01 Dec 2005, 03:44
by Crush
you can find all the currently used spritesheets on the CVS at
http://cvs.sourceforge.net/viewcvs.py/t ... s/sprites/

or in the directory where you installed TMW in the subdirectory data\graphics\sprites\