Pixelation

Critique => Pixel Art => Topic started by: Eriol Clowphengire on January 07, 2010, 06:35:03 am

Title: "The Koemushi Template", an RPG sprite template
Post by: Eriol Clowphengire on January 07, 2010, 06:35:03 am
My custom template I'm working on, it will be used on my game projects some time. For now I have the whole character sprite sheet:
(http://bb.vengeance-rpg.com/upload/koemushi%20revita.png)

One of the walking animations now animated:
(http://bb.vengeance-rpg.com/upload/moving-koemushis-all-dir.gif)

It may need some intensive editing due to its allegedly tubular legs and stuff....
Title: Re: "The Koemushi Template", an RPG sprite template
Post by: crab2selout.png on January 07, 2010, 05:03:23 pm
I'd try taking a look at some references. In a real walk, you won't see a frame where both feet are flat on the ground. This is making your animation look like the feet are being shuffled along the ground.
Title: Re: "The Koemushi Template", an RPG sprite template
Post by: Eriol Clowphengire on January 08, 2010, 05:51:22 am
crab, actually, I will be using this on RPG Maker XP that uses 4-frame walking animation.
Title: Re: "The Koemushi Template", an RPG sprite template
Post by: 7321551 on January 08, 2010, 07:57:10 am
Being constrained to 4 frames will make it difficult, but I think the walk-cycle would still benefit from not having the idle pose incorporated into it.
I used this (http://www.idleworm.com/how/pic/a0002/wlk01.gif) ubiquitous 8 frame walk-cycle (first Google result), & reduced it to 4 frames by excluding half the frames, either odd or even.
(http://i489.photobucket.com/albums/rr257/xv8w1h0s/walk01.gif)(http://i489.photobucket.com/albums/rr257/xv8w1h0s/walk02.gif)
odds / evens

As this illustrates, although the legs do overlap each other in the odds animation, one leg is prominently bent.
Title: Re: "The Koemushi Template", an RPG sprite template
Post by: Eriol Clowphengire on January 08, 2010, 08:37:32 am
also, I have depth-coloring problems on my walking animations especially on the front and back faces, it does not portray directly my intended animation...