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Messages - EyeCraft
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21
General Discussion / Re: Sprite Animation software for Sprite sheets?
« on: July 18, 2011, 01:11:23 am »
It sounds a little bit like working backwards.

Normally I work on an animation in sequence so I get access to onion skinning and I can constantly tap hotkeys to jump back and forth between frames to check volume. Only after I'm happy with the animation do I turn it into a sheet.

Working from the beginning within a sheet seems illogical. The sheet is the end product, the animation is what you are working on, so it makes sense to have your workflow built around the animation, not the sheet.

So yes, I highly recommend GraphicsGale. The free edition will still preview animations, so you can work on them and then make a sheet out of them. You only need to pay for the ability to actually export animated gifs.

But if you're hell-bent on working from sheets and then previewing the animations from the sheet... no program comes to mind for me. It probably wouldn't be too hard to cook up a little script to do the job, though.

22
2D & 3D / Re: Official Anatomy Thread
« on: July 18, 2011, 01:06:09 am »
pistachio: Yes, I highly recommend that book, I have found it to be excellent. Very logical and adaptable.

Is there a time restriction on your gestures (like 30 or 60 seconds), or are they unbounded?

I find them to be quite good. I have a problem of being too concerned with contours, proportions and specific structures when working with gesture. I think I'm slowly weeding that out though, but you seem to have a great level of abstraction. The line weights seem a little odd though, they get super fat in some places without really communicating anything (to me, anyway).

As for you critiques, I shall do a detailed double check against the reference. To be clear, the dark line running up her back is not her spine, but a muscle (that I don't know the name of!!! :yell: ). The spine is only slightly indicated by the couple of very slight shadow lines to the right of that straight line (she has a very pronounced bumpiness to her spine).

Spartan Camp sounds cool, SHALL CHECK OUT.  ^-^

23
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: July 16, 2011, 01:06:54 am »
Yeah, I see what you mean. So my new suggestion is: Display your non-blocky shipyard using the same technique as with the reef.

Yeah that's just what I thought, too.  :)

woot love 'em umm.. yeah you should animate those little dudes already  :crazy:

Heh, nice. But there won't be attack animations for the overworld sprites. Only idle, movement and death animations. All the lovely combat animations will happen in the combat scenes. I will probably work on colourising the sprites before doing any animations on them.

So this is pretty much the same genre as like Ogre Battle, amIright?

I guess so? I've never played any of those games. But you have an overworld where you move all your guys around and attack the enemy, then the enemy has their turn to do the same thing. Combat is between single units and is an automatic exchange within the combat scene... lasts about a second before going back to the overworld.

I have a bit of a confession, due to this thread I actually got Advance Wars for GameBoy Advance and played it a bit (love it by the way, thanks for the suggestion) and I am wondering how you are going to animate the combat scene between melee fighters? Will the spears come "over the border"?

What I'm thinking at the moment is the units will actually charge out of screen and reappear on the enemy's side of the screen, there will be a brief melee, then the attackers will retreat back to their side.

Sorry no graphics updates at the moment, have had a lot of hours at work, so haven't found time between that and coding.  :(

24
Pixel Art / Re: [WIP]Sci-fi platform game mock-up.
« on: July 14, 2011, 03:01:14 pm »
Really loving those animations!

I agree about the grass, the strange sporadic detail on otherwise completely clean plastic-y planes isn't working so great imo. Spread the love, make that grass LUSH.  :D

I had a play with the palette:



Lots of stuff, I'm kind of tired at the moment so I shall just summarise with bullet points:

- I recommend avoiding using straight greys. Try to tint all greys in some direction or another. I usually go for teal shadows and yellow highlights. Helps to harmonise them with the scene as well as just add a bit more interest to them.

- Watch the contrast on your background layer(s). I feel like they share too much emphasis with the game-relevent layer atm, so I worked to lower their contrast.

- The hues are pretty straight for all the ramps. Be bold and experimental when picking your colours, push things WAY up in saturation, push the hue WAY along as you move up the ramp. If its too extreme, slowly dial it back until its reasonable. This way you are erring on the side of interesting colour dynamics, rather than playing way too safe and ending up with something that is flatter. Helps a lot with keeping your contrast up too, instead of being too meek (a problem I suffer from frequently).

- Feels like there needs to be some team colour on the player sprite's head. It's almost always the first point on the sprite that I look, and currently its a sea of grey. I would actually completely redesign the player's head if I were you. It's just this metal box with eye holes, not very interesting at all imo. I recommend leaning towards designs that give interesting lines, excuses to use a variety of colours, and something that of course makes sense for the character.

Uhh I think that's all the points I wanted to make. I could keep tweaking the palette for ages, but I'll let it be. Hopefully it's helpful as it is.  :)

25
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: July 13, 2011, 01:59:57 pm »
Thank you for the edit, Fickludd. Though one thing I kind of don't like about it is that it turns the silhouette of the building into a block. If I had to choose between a kind of goofy transition of the tile with the shore but having a silhouette, and not having a silhouette, I would have to opt for the former. But your suggestion has made me conscious of trying to find better ways to handle the transition of the tile, so I shall explore that!  :)

As for the paddies, admittedly I was working off vague memories of paddies I have seen in various movies and games. After some exploration on google I have rounded up some images that show what I am attempting to represent:







I wanted to simplify the image as much as possible though, emphasizing large blocks of colour over noisy detail. This lead to an exaggeration of the raised soil and density of the rows. I feel like it is a reasonable leap from the references, but it is quite likely I have author's blindness regarding it.  :blind:

Despite that, I had a couple of ideas on a walk earlier this evening on a different way to treat the team colour which might also help to clarify the image. Shall implement them tomorrow!

26
Redshrike makes some excellent points. If shading is difficult, you need to begin with the basics. Cubes, cylinders, spheres. If you can't shade them, you can't shade anything.

Having said that, here's a couple of points:



Make sure you're thinking about the subject in terms of 3-dimensional form. Break the subject down into more basic forms to understand what exactly it is doing in space and how see how the surface is moving through perspective. Once you work this out its pretty easy to decide "this part of the surface is facing the lightsource, this part is in shadow". If you can't do that, once again you need to go back to basics.

My second point is tangential to your question on shading, but I feel it is the more important issue facing the piece:



Where's the flow? Your figure is essentially bolt-upright with limbs splaying out at arbitrary angles (in fact it kind of looks like she's showing off her body in an act of sexual enticement). Note the red line of action in my gesture sketch. See how it influences the tilt of shoulders and pelvis, the angle of the spine, the turn of the torso in perspective away from the viewer. These things create much more interest and bring a movement of line to the figure, giving it life.

27
Pixel Art / Re: Grass tiles.
« on: July 13, 2011, 05:19:22 am »
I think Seiseki is on the right track. I think the contrast just needs to be tweaked, lighten the darks and darken the brights in the grass. That way you keep the detail in the OP but balance out the focus a bit.

It would help a little to see these tiles in context.

28
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: July 13, 2011, 04:50:56 am »
CORNERS NEXT :D

But yeah, seriously, 2 layers for tiles is pretty good for most things like this. Square also used 2 layers in FFTA to make the diagonal bits you can go behind and whatnot. Works very well.

Some stuff does not read well tho. What are the blue tiles in the top right? I have no idea.
And the units look a bit low in colour atm compared to the lush background tiles (very nice for what is done).
I think keeping black or very dark outlines is a good idea, but I would add a bit more colour to them and get rid of the white skin probably.
Perhaps instead of black outline try how a quite saturated dark blue and red would look.

Yeah the sprites are still untouched, but what you've suggested is exactly the direction I am thinking of taking them.

The blue things are meant to be rice paddies. To be clear: pools of water with rows of rice plants shooting up coloured to the owning player's team colour. I admit I kind of neglected them in the colourisation process. I've attempted to rectify the issues a bit in this latest update.

I have to say that I really like the idea of different tiles giving different advantages for different units. I love the way the menus look and the style of the graphics and the choice of colors in the environment in the later pictures, buckets of better than the snow thing imo. It feels as if the uniforms of the two sides should differ more from each other; though I'm not sure what you had in mind with the background story.

Will the maps be of that size? (I'm a sucker for big maps)

Different uniforms, would be cool for flavour. A bit of extra work though. I'll add it to the "maybe" pile.  :)

Story-wise there are 7 main commander characters, each with their own motives and methods. A single-player campaign would likely involve the player playing as each commander in sequence as all of their actions lead towards a central plot, likely catalysed by western nation influence. Probably a couple of sub-plots throughout it for a bit more flexibility in the mission structures.

As for map size, the mockup demonstrates a very small map, designed for a quick game. It's arranged like a campaign mission though, since the sides have assymmetrical assets (blue has power units, red has sneaky units but a mobility advantage with the boats). So I guess this would be an example of a very early campaign mission. Later in the campaign the map size would get quite a bit larger.

If you've ever played Advance Wars you have an idea of how large the maps can get in that (around 3-4 screens across and down). I've always loved a GIGANTIC map thrown in strategy games for fun's sake.

Are you serious? This style looks amazing and unique. Not every game has to have insanely saturated color and stuff. This is more subtle.

I understand your reservations regarding the style change. A part of me felt the same way. I liked the parallel the greyscale drew to the traditional Japanese illustrations I linked to in an earlier post. But I still feel like moving it towards this colourful style has given much more flexibility with the graphics. Plus its fun to work with!

It's a shame to see those wonderfully gray hues go, but your new edits do look wonderful. (Especially those cherry blossom forests. ;) )
The only issue I see is that the grass's hue seems a little too overpowering, perhaps a slight darkening could be helpful.
I am loving the way this project is coming along, and CANNOT WAIT to actually play it! ;D

Yeah trying to communicate the cherry blossoms in the greyscale palette was very difficult. Now I think they're my favourite tile in the set.  ;D

I have recently changed monitors and I think it displays colours much less saturated than normal, so it's possible I'm compensating for that in the palette and its getting NEON on other screens. I did make a saturation adjustment in the last update, but maybe I need to take it a bit further.

Until then, a new update:



Been fleshing out the tileset a lot more. Tweaked the rice paddies a little to (hopefully) improve readability. Added CORNERS to the shores. Polished the other bamboo tile.

Rivers are traversable by infantry and cavalry, though they offer the worst defense rating and require a lot of movement points to cross.

Not much of an obvious update, but it was actually a surprising amount of work. Most of my time has been spent programming. Still taking a while to come to grips with the language, but I have made steps towards a basic level editor program.

Actually here's a bit more of an update:



Added Embassy building. The green player controls 3 of them near his Castle. These produce western-style units such as Arquebus Infantry, Howitzers and Gatling Guns. The green commander specialises in Embassy units, but is much weaker at commanding Dojo units. The red commander specialises in the use of cavalry. This level give each commander terrain that favours them near their castle, but becomes much more difficult as they approach enemy territory. There are two high-value areas in the neutral corners of the map. One has a shrine, which gives excellent counter-attacking and infiltrating units that are key to securing ground in the unfavourable enemy territory. The other area contains villages and rice paddies, both vital economic boosts.

The Shrine is easier to reach for the green player, but the red player has a Dock to give them an attack-path that leads straight to the heart of green's base. Ships are very vulnerable to Howitzers, however, so if red is going to try for a blitzkrieg landing, he has to time it around green moving away from his base. Boats are also quite expensive, so securing the extra villages is helpful if red wants to abuse his sea advantage.

*Ahem*, getting a little carried away explaining that. I also lowered the saturation of the grass a little. Is it not enough? Too much?

Thank you to everyone for the feedback and encouragement!  ^-^

29
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: July 12, 2011, 02:33:03 am »
This looks lovely. The only thing that bugs me is the shore corners, with the chunks bitten out of them.
If you make this game use a 2nd overlay tile layer for those.

Oh that's a great idea! I was just going to make every possible combination of shoreline plus reef as their own unique tiles. Yuck!

Yeah man, looking really attractive. Surprisingly nice colors adaptation there.

Why use an overlay just for those tiles? I say a couple tiles are missing from yer collection. Specifically, 01, 03, 07 and 09.

Oh you number them the same way I do! :crazy:

Also missing 15 and 16. ^-^ It's just that the Reef tile should be placeable on any water tile, so there needs to be a Reef variation for all 15 shore/water tiles. Better to just make it an overlay.

And yeah, I was actually kind of surprised myself. Much earlier on I toyed with doing a kind super-gameboy-style palette-swap for all the tiles. So swap out the second lightest grey for, say, green, for the bamboo forests, orange for the mountains, etc etc. It looked pretty awful, I really didn't like it. So when I decided again to "try it with colour" I was a bit skeptical.

I like my solution anyway.  All the less time being in a map editor having to place corner tiles, and corner tiles tend to be very small and take up small portions of larger tiles, so it saves some space.

It's simple enough to make the map editor automatically generate the appropriate shorelines based upon where you place water and land.

Having said that, I did actually consider the method you've suggested before ptoing suggested overlays. I do see merit in it when more hardware restrictions apply.  :)

Speaking of restrictions, they're basically thrown out the window at this point. I just put colours where I WANT now.  :hehe:

Little tiny update, just some stuff I did before I went to bed:



Worked on the castle, tweaked the grass colour, polished the small mountain tile.

In other news, I started... sort of... coding it? I got it loading a tileset and generating a random map. Small steps (I've never used lua before...)

More betterer updates to come!

30
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: July 11, 2011, 07:18:03 am »
All greys and no hues make Pype a dull boy
aLl greys aNd no hues make Pype a dull boy
all ...

Is there no hope you could bring a little tint to those white-grey-greyer backgrounds ? bluer skies ... pinker mountains ? ... even if this should all be snow, we should see some blueish shadows, shouldn't we ? or is that something the GBC restrictions prevent you to do ?

I wanted to play a lot with the 4 grey palette because I greatly enjoyed balancing the tones to achieve desired contrast levels. I think I've had my fix regarding that now, so yes, let's try adding some colour. :)



Just been colour-replacing the tiles then dressing them up a bit. Some remain unpolished, namely the small bamboo forest, the small mountain, the shore tiles and the castle. Sprites are untouched.

To clarify, the greyscale version is not set in a snowscape.

Also, I found an engine I might code this into an actual game with.  ;D

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