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He is holding the sword backwards, with the edge facing the wrong direction
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Do you have any examples for sprites with a 6 frame walk?Look around on the forum, 6 frame walk cycles are more common than the 4 frame ones DOOM had, so there's tons of examples around.
The 4 frame walks in Doom etc. typically have the passing and down position. Which position would you add for six frames, the up or contact one?
Here's a very old one lying around on my server:
I wouldn't recommend Sprite Lamp for pixel art. If you're going to hand pixel things, hand pixel the normal map, that's my idea. Sprite Lamp is not a new idea, it just makes it easier, but also sloppier (as it's auto-generated and not hand pixeled).
Also, about purism: normal mapping can be done (and has been done) on very old machines through palette cycling, there's nothing "faux" about it. We just now have the power to do it in a much more dynamic fashion.
As for the original question, I think I agree that it's probably not going to look good to increase just the framerate for 2.5D. The question is: where does the uncanny value start? From experience, I'm thinking for sprites that big, you CAN go up to 8, but that's pushing it just a little, 6 for a walk would probably be what I go for.
Ah, I see what you mean now. Hmmm.
You might be right in that a large number of frames might break the illusion. But I still think if you keep animation to 8...or even 6 frames you should be fine. Especially if you use some sort of dynamic lighting (Sprite Lamp). Which would add another layer of fidelity to maintaining a 3D look.
Lol, no rule. But trying to pixel out 12 different directions/angles to include all the animations for each would be a momentous task. I think they could keep to 8 easily an achieve a visibly pleasing effect.
On the issue of 'flatness'. The amount of frames has nothing to do with flatness. Rather what makes a sprite appear 3D is the amount of perceived depth we build into it. Shadows/AA/contrast...etc.
Here is a Unity web build of my project. In which I quickly attached an FPS component to my game so you can walk around and view the sprites. Keep in mind that the Camera is not optimized for pixel use, and the sprites are rendered to appear at a 22.5 degree angle.
MUST USE FIREFOX TO OPEN - Might take a bit to load.
https://dl.dropboxusercontent.com/u/863901/UnityFPS/index.html