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Pixel Art / Sprites and tiles and UI bits, oh my!
« on: April 10, 2021, 08:00:24 pm »
Here beginneth my posting of the laughable assets for my game project, in the hope of improving them a bit.
A has a walk cycle. The walk cycle is terrible. This is partly on purpose (the idea is to use the smallest possible number of frames, because I have to do four-directional movement animations for ~30 different creatures, which will go much quicker if I use step-pause-step-pause 1-2-1-3 walk cycles out of the 8-bit era), but in this case, I know there should be some torso rotation on the two "step" frames but can't convey it without making things look worse, in addition to the problems from the static frames.
I've included the full game palette in the walk-frames pic. The idea is to keep it under 64 colours. Currently I believe it's at 51. The game is grid-based, with a nominal grid-square size of 32px, but sprites can slop over a couple of additional pixels to the right and an indefinite distance upwards without causing significant breakage. (The intention is to have some 64x64 boss monsters, but I haven't gotten to that part of the engine code yet.)
![]() | This is my goblin. You can call him A, because his placeholder name in the unfinished game UI is "A. Goblin". A is the protagonist of my roguelike game project, currently known as "Goblin Mage". He's presented here against a background colour that matches the main colour of the most-common in-game floor tile (we'll get to the tiles later). I suspect his arms in the side views are too long, but I'm not sure by how much or whether there's a better way to position them (or is the perspective just playing tricks on me?). I'm also not sure about the shading around his ear in the bottommost, right-facing view. Hopefully it's at least clear that the light source is above-left. I suck at drawing humanoids. ![]() |
A has a walk cycle. The walk cycle is terrible. This is partly on purpose (the idea is to use the smallest possible number of frames, because I have to do four-directional movement animations for ~30 different creatures, which will go much quicker if I use step-pause-step-pause 1-2-1-3 walk cycles out of the 8-bit era), but in this case, I know there should be some torso rotation on the two "step" frames but can't convey it without making things look worse, in addition to the problems from the static frames.
![]() | ![]() |
I've included the full game palette in the walk-frames pic. The idea is to keep it under 64 colours. Currently I believe it's at 51. The game is grid-based, with a nominal grid-square size of 32px, but sprites can slop over a couple of additional pixels to the right and an indefinite distance upwards without causing significant breakage. (The intention is to have some 64x64 boss monsters, but I haven't gotten to that part of the engine code yet.)