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Messages - BowTieDaddy
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1
Honestly, I don't think the stretch is the issue - it's just jarring how he goes from extremely stretched out to completely normal, without any squash in between.  I suggest you either add a much more dramatic squash with him hitting the ground, or else pull back a bit on the stretch.

2
This is an awesome tutorial on this topic: http://gas13.ru/v3/tutorials/sywtbapa_breathing_life_into_sprites.php

I know it's linked elsewhere on this site too, but it bears repeating. 

Essentially, taking Grundy's very good advice, consider what each region of the body should be doing.  Right now the only parts that move on your character are the knees and chest.  Consider his arms, neck, back, and play around with them a bit.  The more parts that are moving on their own, the less it'll feel like a cut-and-paste project of a basic image dragged up and down.  Are the arms ready to strike, or block, or what else?  Is he heavy on his feet or light?

This is all just me reiterating Grundy and that tutorial above, but it's all stuff worth considering.  You've got a good start to work on; now work on it!

3
Going to assume the lack of comments means I'm on the right track, so I started on my next set of projects.



I also did the run cycle for that eyeball, but unfortunately I didn't realize I had to buy the full version of GraphicsGale to save as .gif, so I'm going to have to wait a little tog et the money to upgrade so I can show that.  In the meantime, I'm fairly happy with this one, but I think some of the shading is off and I'm having a hard time on the hair.  Looking at it as I've just posted it, the frizziness definitely isn't working, so I'll have to find some other way to make it work.  The face is also a concern - having a hard time cramming all those features on there, haha.

Thanks!

EDIT: had a burst of creativity today and figured out how to solve some of those problems.  Here's a redesign:


4
Edits on the eyeball, as well as edits on that new knight:





Tried to take the shading and coloring comments I got into account on both of them.  The pupil of the eyeball isn't quite as highlighted as some of you suggested, but everything I tried made it less sharp and so less emotive, which I'd like to avoid.

I'm thinking a simpler style (a la the eyeball and the sort of direction the knight is going) is going to satisfy me most, so I may have to see what I can do with the old knight.

Thanks!

5
Oh, interesting.  It's good to know that changing the color scheme and comparing it is that simple.

I'll have to work on backgrounds in general at some point in the future, but for now I can try to move away from the gray to a blue or something else inoffensive.  In terms of sketching I have much more experience with characters than with backgrounds/objects, so that's going to be a trial in and of itself.  Probably won't come until I have basic strategies to get my sprites coherent-looking under my belt, though - even animation is looking pretty foreboding from here, haha.

Thanks for all the help, everyone!

6
Okay, that makes sense; but what if these sprites (especially the King, since he's the player-character) are going to be used in multiple levels, with multiple backgrounds?   I would hope I wouldn't have to change the tint for every level.

7
Did some experimentation on the King, but it didn't work out so well.  So I decided that maybe it was time to spread out to other characters and practice different styles.

On the more detailed side, I decided it was probably best to practice shading with something simple:


To practice something more cartoony, I tried a slightly larger character so that I could pay more attention to the shapes:


I'm really attached to having outlines on my sprites - when I draw/sketch designs I like to use really thick outlines, so dropping them entirely makes the characters look to foreign to me - and I'm wondering if the current strategy I'm using is working.  I feel like there are a couple points in each where it falls apart, but I'll see what you guys have to say about it.

Thanks!

8
Ah, thank you!  I really like the suggestions, and they're making me think quite a bit - I don't mind doing as many redesigns as possible to learn the ropes, so maybe I'll try a brighter and simpler look soon.

In my original designs his legs were actually quite a bit smaller - I was thinking that he would be roughly the size of the smallest, most basic enemies, but most enemies would be taller, and bosses taller than that.  Kind of a mix of the Mega Man and Castlevania size-ratios.  Unfortunately, in sketches I've done on his animation it's very difficult for his run to look active and dynamic with such short legs.  We'll see as I keep experimenting, anyway.

Thanks!

9
Alright, so after tooling around with the palette size (thanks, jams!) I ended up with this.


(again, apologies for the transparency issues.)

Got everything down to ten colors, if I'm reading this correctly.  This still isn't addressing the shading criticism I've been given, particularly on the armor, but while I go read a guide or two on shading tips I'm wondering if this is on the right track, or if I've misunderstood something somewhere.  I tried not to copy the examples I'd been provided exactly so that I could hopefully goof up and learn something, haha.

Thanks! 

10
I'm using Graphics Gale, actually, but I had no idea about that functionality - or palette control in general, actually.  I'll have to look up how to do that, thanks.

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