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A Sprite A Day Keeps the Rust Away.


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#331 Haylee

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Posted 15 July 2014 - 02:42 AM

Finished my entire Spritesheet for BS Mascot Link. The sprites are set up in a way that it's as true to the BS tileset as possible. (With the excpeption of outlining the top of the Magic Shield, I did that because I prefer it that way.)

 

Spoiler

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#332 Koh

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Posted 15 July 2014 - 07:39 AM

Is the final shield really like that on the other BS graphics?  It looks so odd with its gray outline, whereas every other shield had a solid black outline.  It's like it's a Ghost Shield.


Edited by Koh, 15 July 2014 - 07:45 AM.


#333 Koh

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Posted 15 July 2014 - 09:33 PM

Movements for Lo-Res

 

KohLoWalk_zps60cf3863.gifKohLoRun_zps74b3e52e.gif

 

Just practicing getting the right kind of body movement.  Will probably animate Mid-Res tomorrow.

Lo-Res:  4 Frames, Mid-Res:  8 Frames, Hi-Res:  16 Frames.


Edited by Koh, 15 July 2014 - 09:33 PM.


#334 Koh

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Posted 16 July 2014 - 11:58 AM

Will be moving onto the running animation next, but here's a quick little showcase thingy.

 

If you just hi-res the existing frames of an animation, you get this.

KohResWalkSame_zpsed4949cd.gif

 

Looks fine for the lower res, but for the higher res, it looks jerky.  So what do you do?  You treat those frames as key frames, and create a new frame after each, that transitions to the next key frame.

KohResWalkUnique_zps5f7f9f98.gif

 

Ahh, much smoother.

 

Side by side

KohResWalkSame_zpsed4949cd.gifKohResWalkUnique_zps5f7f9f98.gif



#335 Demonlink

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Posted 16 July 2014 - 12:51 PM

Will be moving onto the running animation next, but here's a quick little showcase thingy.

 

If you just hi-res the existing frames of an animation, you get this.

KohResWalkSame_zpsed4949cd.gif

 

Looks fine for the lower res, but for the higher res, it looks jerky.  So what do you do?  You treat those frames as key frames, and create a new frame after each, that transitions to the next key frame.

KohResWalkUnique_zps5f7f9f98.gif

 

Ahh, much smoother.

 

Side by side

KohResWalkSame_zpsed4949cd.gifKohResWalkUnique_zps5f7f9f98.gif

Looking great Koh! :D So, to understand what you said about key frames, it appears you used 2 frames for your Low Resolution sprites, but taking in base these, you did the same for your high res, but added 2 more frames. In a few words, more frames = more smoothness, am I right?



#336 NoeL

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Posted 16 July 2014 - 11:30 PM

KohResWalkUnique_zps5f7f9f98.gif

The arms and collar look very mechanical, like you just drew them inbetween the key frames. Remember the "slow in, slow out" rule of animation... and "follow through".

#337 anikom15

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Posted 17 July 2014 - 09:06 AM

Boy needs to put a comb through his head.

#338 Geoffrey

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Posted 17 July 2014 - 12:28 PM

Boy needs to put a comb through his head.

Head specifically, not hair.


Edited by Geoffrey, 17 July 2014 - 12:28 PM.


#339 anikom15

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Posted 17 July 2014 - 12:40 PM

Dude not all hair has heads!

#340 Geoffrey

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Posted 17 July 2014 - 01:20 PM

Forgive my insensitivity.


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#341 Koh

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Posted 17 July 2014 - 07:38 PM

The arms and collar look very mechanical, like you just drew them inbetween the key frames. Remember the "slow in, slow out" rule of animation... and "follow through".

Going to work on trying to fix this.  Meanwhile, have an animation~

KohLoSlash_zps4c12a5f4.gif

(Anyone using a light theme probably won't see the swing effect.)


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#342 anikom15

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Posted 17 July 2014 - 08:13 PM

MY SOUL

#343 kurt91

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Posted 17 July 2014 - 08:51 PM

You're using this for a game you're making, right Koh? I hope it has a Low-res option because that looks really nice.



#344 RetraRoyale

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Posted 18 July 2014 - 01:21 PM

You're using this for a game you're making, right Koh? I hope it has a Low-res option because that looks really nice.

 

 

Agreed. Hi-res is poo.

 

I would conjecture that the appeal of low res is due too the fact that faces and motions have less information in them, and thus make it easier for the player to map their own attitudes and expectations onto what they see.

 

Low res guy = charming sprite who always likes what I like.

Hi res guy = stupid sprite who has his own opinions and feelings that I disagree with.

 

That's the whole appeal of the low-res charm. You let the player tell themselves a story, rather than forcing them to hear the one you've written. Graphically speaking, of course.


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#345 Koh

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Posted 18 July 2014 - 02:24 PM

Yes, Lo, Mid and Hi resses are all the graphics options for the game, that can be switched between at any time.  It's to appeal to the entire spectrum of sprite graphics; those who like the less detailed Lo stuff, or more detailed Mid and Hi stuff, rather than only catering to one group.  You can get a much broader audience this way.

 

Meet the primary party members~

PartyTrans_zpsa640a514.png

We've got Koh, Tipton, Skale and - OH MY GOD THE ROBOTNIK EMPIRE IS SPREADING!




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