[WIP] Bitan

All development of pixel art and graphics
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: Bitan

Post by AxlTrozz » 25 Apr 2008, 01:10

Just for decorative purposes...

Image
User avatar
Dimond
Novice
Novice
Posts: 308
Joined: 14 Jan 2008, 23:18

Re: Bitan

Post by Dimond » 26 Apr 2008, 01:53

Why is it green?
I think maybe a blackish with brown is with red eyes looks scary.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: Bitan

Post by AxlTrozz » 27 Apr 2008, 00:31

My intention was beige-brown, heh, may be my monitor...
User avatar
Red Lord
Novice
Novice
Posts: 137
Joined: 15 Apr 2008, 23:06
Location: USA

Re: Bitan

Post by Red Lord » 27 Apr 2008, 01:16

I think she was talking about the normal alive sprite, not the skeleton.
Formerly Blacklord
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: Bitan

Post by AxlTrozz » 27 Apr 2008, 03:34

Blacklord wrote:I think she was talking about the normal alive sprite, not the skeleton.
sorry, my bad , thank you for clarify , Dimond: once Bitan is finished we can tweak the colors at will, so not a problem we can have it in almost any color ;)
User avatar
Red Lord
Novice
Novice
Posts: 137
Joined: 15 Apr 2008, 23:06
Location: USA

Re: Bitan

Post by Red Lord » 27 Apr 2008, 03:54

It would be cool if there was more than one type of Bitan. Like a Fire or Water Bitan. Anyway, great work on the sprites. I can't wait to see this get done.
Formerly Blacklord
User avatar
Dave
Novice
Novice
Posts: 294
Joined: 26 Mar 2006, 17:39
Location: USA
Contact:

Re: Bitan

Post by Dave » 27 Apr 2008, 12:45

Maybe, but I hope to see different bosses, before we just start recoloring the one we have.

Have you thought about scattering the pieces of the skeleton a bit? ..or breaking it apart or something. I'm not sure, maybe it would look stupid.. just a thought.
User avatar
yosuhara
Warrior
Warrior
Posts: 583
Joined: 16 Mar 2006, 22:19
Location: Slovakia
Contact:

Re: Bitan

Post by yosuhara » 27 Apr 2008, 12:59

Dave wrote:Maybe, but I hope to see different bosses, before we just start recoloring the one we have.

Have you thought about scattering the pieces of the skeleton a bit? ..or breaking it apart or something. I'm not sure, maybe it would look stupid.. just a thought.
maybe there can be more versions... this skeleton for example, if Axl add some pieces of rotten flesh on it, it could be corpse of "recently" deceased bitan... another skeleton can be half buried (in sand/dirt) and bones can be scattered or broken... whole Bitan Graveyard! :D
Last edited by yosuhara on 27 Apr 2008, 21:08, edited 1 time in total.
Image
Image
Image
User avatar
Superkoop
Novice
Novice
Posts: 265
Joined: 11 Feb 2008, 01:09
Location: South Dakota in the US of A
Contact:

Re: Bitan

Post by Superkoop » 27 Apr 2008, 17:18

Perhaps there could be like 3 Bitans that would have to be fought, like you first kill a generic one and you think you are all finished, but then pops out two more!
I think that would be a good way to have more than one color I think. =)
In game I am Xaru
On forums I am Superkoop
IRL I am John
-View World map-
User avatar
Dave
Novice
Novice
Posts: 294
Joined: 26 Mar 2006, 17:39
Location: USA
Contact:

Re: Bitan

Post by Dave » 27 Apr 2008, 20:57

Well, maybe the current size of Bitan could be used for sub-bosses.. the final Bitan could be larger and more integrated in to a lair. (like a head and tail that comes at you from the walls or by tunneling through the ground, but in such a way that you never see its entire body)
User avatar
Jetryl
Novice
Novice
Posts: 113
Joined: 16 Mar 2005, 21:55

Re: Bitan

Post by Jetryl » 29 Apr 2008, 04:19

A monster as big as this is going to be extremely difficult to animate well. I would honestly suggest doing what most SNES games (including both SoM2 and SD3) did for "large creatures" like this, and break it into several subsprites which are procedurally animated together.

This of course assumes engine support for that, which would have to be coded.
Image
User avatar
Dave
Novice
Novice
Posts: 294
Joined: 26 Mar 2006, 17:39
Location: USA
Contact:

Re: Bitan

Post by Dave » 29 Apr 2008, 16:18

Jetryl wrote:break it into several subsprites which are procedurally animated together.
That's pretty much what I meant about having a larger boss, which isn't entirely visible. Thanks for clarifying.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: Bitan

Post by AxlTrozz » 30 Apr 2008, 17:45

I've been trying to finish the walking sequence but I had finished just 3 out of 14 frames,

So if any pixel artist aspirant is interested in work with me to finish Bitan I will be more than glad to share work with him or her.

I can provide all the basic files and so the artist aspirant can take a produce a couple of frames so we can have Bitan finished faster, also I'll share any other information and my experience

I hope I have interest on this matter, please post your intentions of contribute with Bitan Here
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

Re: Bitan

Post by Rotonen » 03 May 2008, 18:37

Jetryl wrote:A monster as big as this is going to be extremely difficult to animate well. I would honestly suggest doing what most SNES games (including both SoM2 and SD3) did for "large creatures" like this, and break it into several subsprites which are procedurally animated together.

This of course assumes engine support for that, which would have to be coded.
We have the particle engine, which should not be hard to use for procedurally animating large things.
This message used to be meaningful.
tomminator
Peon
Peon
Posts: 50
Joined: 18 Oct 2008, 18:27

Re: Bitan

Post by tomminator » 14 Dec 2008, 13:00

whats the status of this great monster? i would love to see it in game
This is not a placeholder
Post Reply