Pixelation

Critique => Pixel Art => Topic started by: falz on December 19, 2018, 05:43:47 pm

Title: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on December 19, 2018, 05:43:47 pm
So I've been working on this game. It is in a Fire Emblem style and I'm at the point where I want to generate better art for the units. Here is the first draft of a sword-guy unit
(https://i.imgur.com/P0KPXah.gif)

The more specific question I wanted to ask was if I wanted to make another unit, like an enemy, with the same sprite but different colors, what is the most efficient way to do this? Is there a way to swap color palettes on the fly in some software?

Second, I am working in photoshop to make pixel art. If it is best to use another program, I'm open to changing.

Here is a small capture of an image where the game is at.
(https://i.imgur.com/2twUPwh.png)

Also, any feedback on the art would be awesome!
Title: Re: FE style game + technical question
Post by: Curly on December 19, 2018, 07:17:40 pm
In Photoshop you can use the fill tool and uncheck the contiguous option so it replaces the old color with the new one wherever the old color is (in that layer).
You can also use the magic wand with the contiguous option unchecked again to select all skin colors for example and then ctrl+U to change their hues, saturation and brightness (ctrl+H to hide the selection outline). It's a quick way to try new colors but if you have many colors selected it will probably mess up the contrast and hue shifting so you will have to fix that later.

The character looks great in 1x and 2x. The tiles are pretty noisy and the stairs maybe stand out too much in comparison to the gray bricks.
Title: Re: FE style game + technical question
Post by: Vinik on December 19, 2018, 07:29:30 pm
Well, that depends on the engine / software / language you are using to program it. I believe this should be on the general section instead of pixel art critique :)

Since it is already here, you could improve the sprite quickly by removing the banding on the sword, front arm and front foot. Try to reduce those gradients, use less shades to define their shapes and try to make the arm, swords and feets be made of big clusters of pixels of the same color. While you are at it, t would be nice if you were to reduce the noise in the floor and stair tiles, it hurts legibility, prefer flat surfaces or, again, textures made of big clusters and of low contrast.

As for your question, you can do that before the assets are loaded on the game, or during runtime.

To do it beforehand, go by Curly's explanation using image editors.

To do it automatically on runtime it depends on the engine. If you use game maker, there are a number of assets to do just that, and I recommend Pixelated Pope's pallette shader on the market, it is cheap and effective. If you are using unity or another engine the solution is likely a corresponding shader that does the same, give google a go. :P
Title: Re: FE style game + technical question
Post by: falz on December 20, 2018, 05:21:41 pm
Responding to the critique, I sort of see what you are saying, but I can't cut down too much on the number of shades before the detail I want is lost. I took what you said into account and also used some sprite work from Breath of Fire 4 as a reference (game has amazing pixel artwork).

(https://i.imgur.com/XTuNB1y.png)

I wonder if this looks any better to you guys' eyes? I changed a few things like most of the colors (slightly), the sword is not curved, thus easier to render. I also made it a couple pixels taller because it looked too awkward before

edit: redid animations. I used your comments to redo colors. Very helpful!
(https://i.imgur.com/Xy2Pl8s.gif)
(https://i.imgur.com/JghTQCe.gif)
(https://i.imgur.com/X9xlRW2.gif)

I haven't actually programmed different unit types really, so I guess I'll do that than make a spellcaster sprite

edit: did some more modifications, added some details.
(https://i.imgur.com/NSAWLuB.gif)
Title: Re: FE style game + technical question
Post by: Vinik on December 21, 2018, 02:36:16 am
That is better already, you got the spirit. It could go further or removing yet some more banding, single pixels, and improving contrast between shades, but you got the gist of reducing the amount of closely packed colors.

As you mentioned losing detail, at this size you are better letting go of some detail an keeping it readable, focusing on key features. Gradients of 1 pixel per shade don't help define shapes, they make things look plane and unatural, you don't want that kind of "detail" if it details nothing :)

I am in hurry but I'll try coming up with an edit that might give you some ideas.
Title: Re: FE style game + technical question
Post by: Ryumaru on December 21, 2018, 07:28:28 am
Already some good advice given, here's my take

(https://i.imgur.com/64iACNa.png)

Very charming sprites! While I don't know if the motion they're doing with the sword backhanded really makes sense, the hair bounce and fist pump have a lot of character.

I think your color choice could use some work, very flat and uninteresting.( and it's more of an issue in your tiles than sprites) A common trend, especially in jrpg sprites is for the shadows to tend towards one color, usually a blue/violet. Not only is this a convenient shorthand to describe some lighting scenarios, it gives the entire sprite a feeling of unity, and allows many characters to all feel like they belong in the same scene, no matter how different the local colors of their designs may be.
 
Also your treatment of the sword does little to describe it's material- in fact the buffering and AA you've applied makes it appear soft. Stronger contrast and a highlight ( that could come in and out of sight in animation) help sells the idea much better.

Hope this helps and good luck on your work ^_^
Title: Re: FE style game + technical question
Post by: falz on December 21, 2018, 12:22:20 pm
Holy cow! That looks very nice :)

You right on the sword, the animation should be better expressed through the hand (he's just slightly waving the sword). Your sword for sure looks better with better lighting and dimension. Also, your lighting around the whole character demonstrates more depth. Im not sure I want to use that much depth for each frame but there are some techniques here that I'm not using for sure! I'll be returning to this guy and I'll revamp the sword and hand and maybe some more details. For now, I've begun working on a Witch type character which I'll post progress on soon.

Thanks for all the help people really! I love seeing your interpretations. Concerning the background tiles, thanks for the critique, I drew those back in 2010 and am using them as placeholders right now. I'll post my attempts at real stuff soon!

Also, I keep wondering if this is taking me longer than it should :/ I think I worked around 10-15 hours on this guy... Does that seem like im working particularly slowly? I just haven't done an enormous amount of this work and the pace of progress feels painstakingly slow. Im still having fun though
Title: Re: FE style game + technical question
Post by: Vinik on December 21, 2018, 01:33:41 pm
Pixel art is not quick at all per se, it gets quicker as you get more experience but to do it right it always takes considerable time compared to other media. Rymaru here is a world class super hero so he probably works way faster and yet much better than me :P, and that only comes with experience and time. Don't worry about it unless it makes your pipeline unbearable. If so, develop stuff with place holders like you said (making too beautiful prototypes is often toxic as you might get attached to broken or not fully working protos).

@Ryumaru, man, nice edit, needless to say I am a fan of your work, which is very inspirational :) /Fan mode off
Title: Re: FE style game + technical question
Post by: falz on December 21, 2018, 08:54:02 pm
man, ryumaru, I couldn't unsee the way you did the hair/sword/colors. I tried to do a rework but I kinda copied a bit of what you did lol.

(https://i.imgur.com/cfARTV7.png)

edit: Two ideas for the other character working off the same base. I think I'm gonna keep trying. I like these though.
(https://i.imgur.com/beUfOxg.png)(https://i.imgur.com/XuwRSrg.png)

edit: Another. I might stick with this one!
(https://i.imgur.com/dprCbQM.png) another edit -> (https://i.imgur.com/k4KPQYI.png)

edit: idle animations
(https://i.imgur.com/PsSdOIi.gif)(https://i.imgur.com/gG7iu3P.gif)

edit: slept on it, I changed some things about her design
(https://i.imgur.com/g31Fe3e.png)

edit: new color palette, animated
(https://i.imgur.com/YKDSriX.gif)

edit: finished animation for selected bandit unit with the new look.
(https://i.imgur.com/reSYLSo.gif)
Next is the selected animation for the mage woman. I'm not sure what I'll have her doing yet...
Title: Re: FE style game + technical question
Post by: falz on December 24, 2018, 07:48:50 pm
This is my first pass on what I want the final frame of the "selected" animation. I wanted it look badass, but maybe now it would be better as an attack animation... not sure yet. Also, did it pretty quickly and would love feedback.

(https://i.imgur.com/s5C2ULS.png)
(https://i.imgur.com/KMp0L8W.gif)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 03, 2019, 08:03:13 pm
I've finished the first draft of the mage's animation when she is the current unit.
(https://i.imgur.com/yBTb7Ms.gif)
I'm not sure its where it needs to be quite yet, but I like how it is turning out.
Also, I've taken a shot at making some new tiles. I still have a ways to go, but what do you guys think of this new direction?
(https://i.imgur.com/wC5kyvt.png)
(currently working on new art for the gray tiles and stairs)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: Curly on January 03, 2019, 09:29:13 pm
The mage looks good!

The tiles are still too noisy overall and they lack volume. It's hard to tell what's floor and what's a wall and it should be clear at first glance.
I'd make the top of the walls lighter or way darker and waaay less noisy or detailed.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 04, 2019, 12:35:36 am
A bit more work done
(https://i.imgur.com/nRmv0aC.png)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: Vinik on January 04, 2019, 01:03:43 am
The mage is cool! You really applied what your learned from Ryu's edit :y:. Tiles, what curly said above. Let me try to help a bit:

Before texturing anything you should try to have very distinct shades to represent vertical planes (darker walls), horizontal planes (floors) and inclined planes (ramps/stairs). If light comes generaly from above, walls should be darker, floors should be lighter (because they are facing the light more directly), and ramps should be somewhat in between. Of course, when detailing a scene not everything will be made of the same material, and some materials are inherently darker regardless of shading (dark stone vs bright stone in your case) but first get the basic values straight, then variate latter.

So what I am suggesting is that, at first, you try to draw the scene with mostly flat color tiles, maybe just some outlining, to get a feel of the 3d shape of the scene. If you have trouble defining a scene with very flat shaded tiles, then the texturing will only make it harder. Chances are that you will spot some geometry mistakes that you were not noticing before because of the distractions.

After that you can start to cast the shadows on the floor, and then texture over the values that already give an idea of the basic 3d solids the scene is made of.  As a rule of thumb, the texturing should be less detailed than the characters, so they stand out over the tiles.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 04, 2019, 07:46:24 pm
I'm certain there are no geometry mistakes in the case of this scene, it is the same room I've used to develop the game up until this point and I've changed it quite a few times.

I see what you guys are saying with defining floors vs walls and getting the volume across to the player. It seems difficult to do in general with the game's perspective and my choice to incorporate multiple heights of tiles.

To draw what the tiles here, it was something I don't have much experience with so I was using the backgrounds from Final Fantasy Tactics Advance as reference (because they are so beautiful!).

(https://www.spriters-resource.com/resources/sheets/10/10405.png)

They seem to get away with detailed/noisy tiles. I trying to figure out what mine are missing... other than the raw talent!
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: eishiya on January 04, 2019, 07:52:27 pm
Start with the values: Keep the floors generally lighter than the walls. Allow wall decorations to cast darker and more prominent shadows than floor decorations.

One reason that your examples get away with a lot of detail is that most of the floors are low-detail, the high-detail floor tiles are used very sparingly! And of course, they have a lot of detail on the walls, where the detail is not a problem.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 04, 2019, 09:56:13 pm
For sure, I will keep working on it. I also made this thread (https://forums.tigsource.com/index.php?topic=66584.0 (https://forums.tigsource.com/index.php?topic=66584.0)) at Tigsource for the project if anyone wanted to know more about the project!

Thanks again for all the feedback people!
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: Vinik on January 04, 2019, 10:36:46 pm
Also, isometric view gives a much more imediate 3d effect. For jrpg like1:1 axonometric view you need to pump things up. Oh, I didn't mean to criticize your geometry, just that sometimes we might miss something when it is obscured by ambiguous light and too much detail :)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 05, 2019, 01:06:01 am
I wonder if this edit is a step in the right direction. At this point I've been staring at them too much and I'm afraid I'm losing touch with how they must actually look. I think I will take a break after this.
(https://i.imgur.com/VPgsb0c.png)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: Curly on January 05, 2019, 01:30:42 am
It's way clearer now :)

I'd like to see it at the original size though.
I think there's still some things I'm not too sure what they're supposed to be, but it has improved a lot.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: eishiya on January 05, 2019, 03:12:42 am
Agreed, that's much better!
The thick dark lines between the floor tiles make them read like steps to me though, I'd get rid of them to make the floor look flatter.

Nitpick: the way the shadows fall across the stars is unnatural, making the stairs look flat. Consider making some alternate shadows for stairs if your engine and level-building tools allow for it, I think it'd really help with the polish level.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: Vinik on January 05, 2019, 02:38:48 pm
Yep, I am with eishiya and curly, it is much better. Those tiles directly below the green ones, which look like they have some kind of statue carved in them, I would try to make them as dark as the darkest portions of the stairs. I would keep about that level of value for all walls.

Also agree with eishiya in the shadows on the stairs, they should zig-zag between being 45 on the horizontal-bright portion of the steps and 90 (vertical) on the darker portions that are vertical.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 05, 2019, 11:23:02 pm
Yeah, I can do that with my engine because I pretty much designed it :)

here is a new version using what you guys suggested. I want the carvings to look like praying monks but I'm having some trouble getting that across.
(https://i.imgur.com/rYQhhIF.png)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: Vinik on January 06, 2019, 01:34:10 am
Well, they do now ;D contrast is a hell of a thing :y: . The walls are also better, I believe you can see it makes the room more readable.

Edit: ops, you reversed the angles on the upper half of the shadows.

Edit2: suggestion, maybe outline the green tiles with the save darker color on the border of the monk tiles so they look like parts of the same solid pillar. Sharply highlight only the bottom green tiles. It might integrate them with the lower vertical part.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 06, 2019, 04:01:54 am
Good suggestions! I changed the green tile, the monk now has one sleeve and better shading, and the shadows make more sense now.
(https://i.imgur.com/EJG0hu4.png)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: MysteryMeat on January 06, 2019, 02:30:58 pm
I reccomend you remove the crease at the right end of stair tiles, only serves to make the tile diviside easier to see. At this camera perspective you won't really need that bit to show it's connecting to the wall.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 07, 2019, 12:49:42 am
I'm not sure what you mean, like the pixel column on the right side of the stairs? Is this how you were thinking of changing it?

(https://i.imgur.com/k2Sojr2.png)

edit: I changed the stairs. It fits better with monk tiles and adds depth.
(https://i.imgur.com/uLb33o6.png)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: MysteryMeat on January 07, 2019, 05:32:50 am
yep! though looking at it I didn't realize how much the stair shading tiles it. poo.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: eishiya on January 07, 2019, 02:48:53 pm
I wonder if the stair shading is even necessary. There's no light source in the scene that would create that sort of rapid light fall-of, it feels at odds with all the other shading.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 07, 2019, 08:08:56 pm
I agree! Here is another idea
(https://i.imgur.com/1wm5hlZ.png)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: eishiya on January 07, 2019, 11:10:21 pm
I think that's better!

Two related crits:
1. It's ambiguous whether the narrow strip along the edge of the steps is on the vertical or horizontal surface of the step. The highlight makes it look like it should be a vertical surface (with the highlight being the corner of the step), but the colours are the same as on the horizontal surface, so it looks horizontal.
2. The steps are darker than the floor and have comparable colours to the lighter of the walls, so they don't immediately stand out as a walkable surface. Lightening the horizontal surface of the steps should help.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 07, 2019, 11:37:11 pm
Duly noted! But I'm not sure how much longer I should be working on minute tile changes. Lots of other stuff to work on. I just took the time to update my "To Do" list of things that need to get done before I am confident in a working demo. And man, their's quite a bit. I'll just copy and paste the art part. Not sure how long this is going to take... probably a while lol

Background
DONE: been working on this for a bit. Not much more to do
A larger wall design over several tiles
a second carved figure other than the monk, maybe a third
a second road tile, maybe a third
Units
DONE: Already have the design of 2 of 3 finalized
One more complete unit
All purpose action animations (sword swing, raise glowing staff)
Movement animation
Color options for units, 1 for enemies,1-2 for allies
Character portraits for each color of each unique unit
Menus
DONE: Everything is pretty much placeholder, though I do have solid groundwork for how to make them, as    demonstrated
new menu font
new general purpose field menu
Targeting information display
fullscreen menu (stats, unit list, etc)
various symbols for stats
Title screen
logo
artwork
special effects
continue prompt
credits

All of this will be pixel art of the same resolution I've been working in so far. If anyone has suggestions or feedback on this, I'd love to hear it.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 24, 2019, 05:48:38 pm
I've made some headway on some other aspects of development, but decided to return to the mage art. Here are before and after.
(https://i.imgur.com/yBTb7Ms.gif)(https://i.imgur.com/eVhqncN.gif)
(https://i.imgur.com/p1zuRbm.gif)(https://i.imgur.com/zoREmaP.gif)
hooray for eyebrows! Waistband made slightly bigger, shading corrections in dress and hair, and face and chest changed

1/29/19 edit: I was gonna work on more systems, but I got sucked into working on this sprite again. Animation is hard! I think I'm becoming more satisfied with it now.

Updates on shading of skirt and animation of hair is much more fluid. Before and after
(https://i.imgur.com/p1zuRbm.gif)->(https://i.imgur.com/8mKx9uX.gif)

edit: I added a frame of pause in the middle to accentuate the flow, but it might look weird
(https://i.imgur.com/D4LNuqw.gif)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on January 31, 2019, 02:14:26 pm
This is a rough first draft of an attack animation. I'm still trying to figure out the movement but was wondering what you guys thought at the moment. I was thinking it might need some more frames in a couple spots, like its too fast. not sure. Hoping to get people's thoughts! :)

(https://i.imgur.com/nVvjQxK.gif)

edit: eh, I realized this was not good for a generic attack animation. Still working on different concepts. I think this one might be better for some special sword attack.

edit: this is a quicker one for a generic attack. I think less unique sprite frames is probably better
(https://i.imgur.com/iJTRSei.gif)
edit: motion blur and a couple more frames, more edits
(https://i.imgur.com/4E7ANZc.gif)->(https://i.imgur.com/RqRJvjS.gif)->(https://i.imgur.com/WBiuR7h.gif)
edit: Started an idea for the mage. Not sure about the effect yet.
(https://i.imgur.com/iUw6p1A.gif), or added effect (https://i.imgur.com/bPhw4O8.gif), but seeing as how I'll be making actual spell effect animations, maybe minimal is better for casting: (https://i.imgur.com/UMj1NDF.gif)
edit: more in-between frames, wind-up on punch
(https://i.imgur.com/GHNAdIO.gif)
Tried to add some flowing hair to mage casting, I wonder if it looks strange?
(https://i.imgur.com/ivhOQZe.gif)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on February 02, 2019, 01:31:59 am
The damage sprite for the Acolyte class. I'm not sure I really need to animate the damage visual. I wonder what you guys think?
(https://i.imgur.com/U7xmODi.png)
(https://i.imgur.com/wbL0WWZ.gif)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: eishiya on February 02, 2019, 02:04:21 am
I think a little animation's good (and maybe even some particles!) to really sell the damage.

If you just want a simple shake like this, think about doing it in-engine rather than as part of the animation itself. That way you could control the amount of shake more easily, and perhaps even have the shake amount depend on gameplay factors such as damage taken or weapon used. In addition, if you do it in-engine, you could add bespoke hit animations later and keep (or remove) the shake easily :D


As for the casting animation, it's probably best to keep the animation simple and effect-free so that it can be reused easily. That little bit of light in the mage's eyes helps sell the glowiness of the spell. If it would not be too complex, consider expanding that to illuminate more of the character for some spells! For example, if the casting poses are generally similar, you could bake the extra highlights into the spell animations themselves.
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on February 02, 2019, 08:39:16 pm
Yeah, I agree in general its better to utilize the game engine to do as much of the work for me as it can.

The animations for the spell effects I think will be unique for every spell with no reuse of assets, except maybe spells in a series like fire1->fire2->fire3. But for the demo I'm making there will only be like 3 spells. That casting animation will be used for all three. But I like the idea that the highlights and maybe even the hair gets more intense as the spells get more powerful! I might do that when I get there

Here are all the current versions of the Acolyte animations. I did the walking one today. There's work to be done still, but they are getting there! I gotta do the walk and hit for the Bandit too.
(https://i.imgur.com/DIP1W6g.gif)(https://i.imgur.com/zFpGvaD.gif)(https://i.imgur.com/J9IDtRp.gif)(https://i.imgur.com/niLSmVQ.gif)(https://i.imgur.com/HfbJyAs.gif)
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on March 03, 2019, 12:22:47 am
I'm trying to figure out how I can easily export a photoshop file's frame animation to a series of pngs automatically, without having to export every single frame, one by one. I'm thinking maybe making a gif out of the animation, then finding a way to split the gif into pngs... but I dunno. I just couldn't find a good way to do it in photoshop. Or maybe, is there a better pixel art animation software that has the functionality I need?
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: MysteryMeat on March 03, 2019, 05:38:24 pm
I'm trying to figure out how I can easily export a photoshop file's frame animation to a series of pngs automatically, without having to export every single frame, one by one. I'm thinking maybe making a gif out of the animation, then finding a way to split the gif into pngs... but I dunno. I just couldn't find a good way to do it in photoshop. Or maybe, is there a better pixel art animation software that has the functionality I need?
dunno about photoshop, but I know aseprite has a feature for that. Might be in the free beta? not certain!
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: pyxelbit on March 04, 2019, 01:04:07 am
in the timeline panel menu in photoshop: "flatten frames to layers" (only if you not already have every frame on a single layer)

file > export > layers to files

should do the trick i think


there are also some spritesheet scripts for photoshop, this one for example https://www.advena.me/photoshop-illustrator-sprite-sheet-creator/
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on March 05, 2019, 11:40:58 pm
Yes! This worked for my purposes, thank you :) . Although, I did have to do a couple other things to make it work. Since exporting this way trims PNGs' canvas sizes and I need each png to be 4040 pixels, I made a layer with 1% alpha pixels in each corner to set the frame. Also, flattening the frames puts the layers in reverse order so I have to correct that for every export.  Still, this is far faster than what I was doing before. Thanks!

Now, if only there was a way to do indexed color with frame animations. It doesn't seem like photoshop allows it :(
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: pyxelbit on March 06, 2019, 01:27:01 pm
i think theres a checkbox that says "crop layers" when exporting as a png. uncheck and it should prevent the trimming.

you can reverse all frames in the timeline panel menu with a single click btw :P
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on March 07, 2019, 10:30:53 pm
Oh yeah! The option box is "trim layers". Thx :) And reversing the frames in the timeline seems better too. The files still annoyingly append the layer names in reverse order, but I guess that doesn't matter
Title: Re: [Feedback] [CC] FE style game sprites and animation
Post by: falz on March 14, 2019, 12:53:45 pm
(https://i.imgur.com/v8PIMhW.png)
This is the base sprite for the animations for the bandit class. I am not completely sure if I'm in love with how the face looks. I was curious if you guys had any suggestions, or if it looked sort of off in a specific place. I can't change it too much at this point since there are several animations that are using this. I also want it to look similarly proportioned to the Acolyte class's sprite on the previous page.
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on April 14, 2019, 07:26:27 am
I've updated the bandit sprite. Face and hair are fuller, arms are thinner but more defined. I really think I'm satisfied with where its at now!
(https://i.imgur.com/6ACvUNN.gif)
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on April 24, 2019, 05:16:10 am
I have tried to develop a third class. They are called a sentinel and excel at guarding your other units.
(https://i.imgur.com/tAEmM7D.png)
Also, I've been toying with the Acolyte design. I wanted to try something a little more detailed, out there. Also, I think her proportions were kind of weird, so her body is quite different.
(https://i.imgur.com/gEW5BYk.png)
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on June 16, 2019, 03:59:54 am
I'm returning to doing more pixel art after having spent a couple months deep into the programming and planning aspect of the project.

The first thing I did was fixed a couple things nagging at me about the Bandit sprite. Like the neck was too thick, the legs too blocky, the arm was too long and didn't have a shoulder? Anyway, Here is my latest revision. At this point it seems inevitable that I'm going to change it some time in the future. Still I think it looks much better now.

old: (https://i.imgur.com/6ACvUNN.gif) -> new: (https://i.imgur.com/C63XiOx.gif)
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: Curly on June 16, 2019, 03:12:45 pm
Yeah I think it looks better now.
I can't avoid focusing my attention on the broken hair outlines but maybe I'm weird.
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on June 21, 2019, 08:53:40 pm
I've begun trying to spruce up the UI. It isn't something I have any experience with, really. I wonder how this is for a start? Any feedback would be immensely helpful.
(https://i.imgur.com/piv0xo3.png)
edit: further mockup in photoshop
(https://i.imgur.com/I56n0NO.png)
Still need to design the command menus. So far I've been borrowing ideas liberally from Tactics Ogre on PSP (screen shot (https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/legacy-images/imagefeed/A%20New%20Vision%20For%20An%20Old%20Masterpiece/review_5F00_02.jpg)) but I think my commands may need much more attention because of the different characters using different menus.
edit:
hm, maybe something like this? I'm not 100 on these icons yet, I spent the most time on the brawl one.
(https://i.imgur.com/OGlKtjS.png)
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on August 04, 2019, 05:23:52 am
I've made some enemy AI and the game is playable! But I guess this means I should try to make some enemies to fight. This is a ghostly figure which guards the tower.
(https://i.imgur.com/7bvnVLL.gif)
This is the start, I'm hoping the elements are reading clearly. There a re a few things which aren't finished, like I want the cloths to be flowing in the wind, and the sword isn't quite cleaned up.
Edit: For the idle animation, I want it to be a little more subtle, so no bandages waving in wind. I'm wondering if the hand is too much?
(https://i.imgur.com/typYGVg.gif)
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: daramon on August 05, 2019, 12:59:36 pm
I massively prefer the hand in the second animation. It really looks like it's opening up, rather than being a static unit moving up and down a few pixels, like in the first version.

Maybe make it bounce up and down on its knees a bit?
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on August 06, 2019, 03:10:24 am
Cool, I kept the hand motion, but made the movement ore subtle. I also altered the head to get closer to the bandage/wrapping look I wanted from beginning. I'm debating about whether to add more detail to the robe, but really not sure.
(https://i.imgur.com/RJOWJsc.gif)
edit: actually, I should simplify the colors for a standard enemy, Maybe like this
(https://i.imgur.com/s2itwm3.gif) -> (edit) (https://i.imgur.com/duQcsnh.gif)
edit: An attempt at an attack, maybe? I found that I wanted to flip the orientation to make the attack animation work, and I like the way it looks, still
(https://i.imgur.com/F6l0Fih.gif),(https://i.imgur.com/oPjzyst.png), animating -> (https://i.imgur.com/EjOkwGu.gif)
edit:
I made the bandages consistent between frames and they become more unraveled for the keyframe. Also, I made an inbetween and a lil shake for how it'll be in game
(https://i.imgur.com/PVY9Cy4.png),(https://i.imgur.com/yopM5wj.png),(https://i.imgur.com/bPJcDvn.png)

(https://i.imgur.com/rOrHCaZ.gif)
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: falz on December 01, 2019, 12:32:04 pm
Currently working on a new floor tile. There's 4 variations and no edge cases done yet and the wall portion is not finished. Wondering what people think.

(https://i.imgur.com/YO5s3hE.png)

The outlining is done with a shader I wrote
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: Curly on December 03, 2019, 03:18:23 am
Looks a lot clearer now!
I think the floor tiles are a bit too noisy.
Title: Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
Post by: Vinik on December 09, 2019, 04:08:02 pm
Currently working on a new floor tile. There's 4 variations and no edge cases done yet and the wall portion is not finished. Wondering what people think. The outlining is done with a shader I wrote

Its been a while since I checked on this, and it is looking cool! The 2:1 ratio tiles are exactly what I imagined that would work well for your view to accommodate all the different height levels. The textures are lot less noisy, and the colors working together. I agree with Curly that you could reduce contrast just a bit between the two main colors of the flat floor surfaces. Mixing the darker color used in the floor details with the lighter background by 30% or even less might do the trick. Maybe you might want to tint the front facing and the shadowed areas to give it some ambiance? The outlining is pretty readable. Keep up with the improvements :y: