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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« Last post by eliddell on April 15, 2021, 02:06:39 am »
I think cels has nailed just what was wrong with the side frames—they're too side-on.  That's what I get for using other people's sprite work as reference without checking that they got it right.  :blind:

Fresh attempt at the front frame, redone mostly from scratch:



Not quite sure about the legs, shorts, ears, or perspective, but we've gone from robotic-expressionless to, "Hey, I'm having a bad day, and if you get in my way, you're going to have a worse one."  That's probably an improvement.  He's also acquired a shadow, and some muscle definition.  Looking back at the original sprite, I'm not quite sure what I was thinking in some regards.

About the tiles—I was mostly just kvetching, truth be told.  The only terrain tiles that would be affected are what would have been shadowed wall corners under the old lighting scheme.  The item tiles that will need to be reworked are mostly 1. mushrooms or 2. armour, and some of the armour tiles are pretty terrible anyway.

The perspective is intended to sort of match the cabinet perspective typical of SNES-era Squaresoft games like Final Fantasy VI, but the sprites in those are so small it's difficult to figure out whether they're perfectly side-on or matching the terrain.  I'm not doing the weird Zelda perspective where you can see all four walls at once or anything like that.

I do have this broken down into chunks/small milestones, although I sometimes get a bit ahead of myself.  Next set of art assets required:  the goblin and his move, attack, and die animations, and one monster (giant rat) and its move, attack, and die animations.  Next coding milestone:  hook up certain bits of the UI so that they're displaying real information and not placeholders, and debug the minimap that's supposed to be appearing on the bottom right.  At that point, I can either work on basic combat or sidestep into dungeon feature placement for a bit.

Existing terrain tiles (I'm not thrilled with the floor tiles, but they don't look quite as bad in context as they do here): 


Existing item tiles (the mushrooms will not be grey in-game): 


Terrain tiles in context (procedurally generated level with old goblin sprite and unfinished UI bits): 
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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« Last post by fskn on April 14, 2021, 08:12:00 pm »
Great tips from SeinRuhe (plenty of them!) and cels.
I do agree with the side animations not looking like they're being seen from above.

It looks like the main problem with the sprite in general is structure. And it's hard to give solid advice without knowing the actual perspective you're using. Buuut... I'd say you could try and make a sort of basic, super simple 3D-ish character model using balls (for the head and hands, don't be silly...) and boxes. Solids, if you will. Then adding the features needed. Thus you would have a more convincing interaction between the characters and the environment they're in.

Something like...


(hopefully that'll get the idea across.)

EDIT: Whoops, silly me, forgot to add depth to the side view of the torso:

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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« Last post by cels on April 14, 2021, 01:07:06 pm »
I'm not good at sprites or tiles but I will offer some opinions as an amateur:

What I like about SeinRuhe's edit is that the legs and feet look three-dimensional and placed within a 3D world. I love the use of markers on the ground to establish the position of the feet relative to the ground. I also love how this edit accentuates muscles and bones in order to show actual structure as opposed to having Simpson-esque blob limbs. Even the structure of his cranium and his pronounced brows.

What I like about the original is that it's seen from above. The industry standard seems to be to have a weird perspective that is a mix of front view and top view, or simply just show the front view of a character even though it is seen from above. Like early Zelda games, where we see a sideview of a character in a top-down world. In SeinRuhe's edit, i feel like the torso, arms and head are seen from the front (we can even see under his nose and the shadow of his crotch), whereas in the original we're seeing the character slightly from above. Hence, we see the top of his feet, the top of his shoulders and the top of his head. I prefer the original in this regard.

On the other hand, the side views do not appear to be seen from above. Rather, they seem very strictly sideways. When seen from above, it makes sense that the arms appear longer than the legs (foreshortening) but when seen from the side, it makes him look like an orangutan.

I won't attempt an edit. Not yet anyway, until I have a better feeling of what perspective you're going for and whether you're totally bending the laws of physics like Zelda.
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Pixel Art / Just Some Space Western Spaceships— Critique and Help Wanted
« Last post by Capuleten on April 14, 2021, 07:30:55 am »
Hey guys! This is kind of scary because all the art here is so good, but I'm brand new to pixel art and this is the first thing I've made— just a little mockup of a space western ship design with retractable dragonfly wings, and some cool little variations on the design for different purposes. I made this using GIMP 2.10.10. The original background was a dark navyish-grey, but the tip here says to post with a 50% grey background, so I've subbed that in instead for critique purposes.

The thing is, I've just sort of rushed into this half-blindly with only a few youtube videos to go by, and I've never really done visual art at all before now, so I'm going in blind and figuring out stuff like shading as I go. What I need, in short, is a community of people who know what they're talking about to tell me what I'm doing "wrong," what I'm doing right, and some tips on how to improve. Shading, especially, was tricky to figure out for this, haha. I'm particularly proud of the two little side-profile scenes with characters, and working with very limited pixels to make the character designs was very fun!

It's great to meet everyone here, and I hope to be posting some more progress as time goes by!

EDIT: I'm not sure why the image attached twice... that must have been my bad! There's no difference between the two images, so don't worry about that. :)
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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« Last post by SeinRuhe on April 14, 2021, 02:17:23 am »
The story background of the character seems quite good to me, try to convey absolutely the most of that story on the sprite, way he stands, way he walks, even on the attacks! A good yet goofy exercise I do when making characters is acting them in front of my window at night so I can see the reflection (I really need a mirror or a camera xD), believe me, the difference on the results is quite big.

Don't hold on on the shadows, or anything really, it's better to do some stuff twice or trice and be happy with the results than doing it only once and have a suboptimal feeling about it. Shadow specific, code them on a layer below the character and items, transparent or not that's only a matter of changing the layer properties or having to recolor the sprite with some alpha.

If you want to let me see the tiles I'll give them a look, maybe the lighting on them can be fixed without much hussle?

Lastly, I've played some dungeon crawlers, the sheer amount of content of some of them is plain scaring from the dev point of view, what most (If not all) devs do is to have small milestones, this keeps the moral up. For what I see you should even start with a lower count of monsters, have a minimum viable product and after that continue adding up more and more! I'm willing to bet there's still a lot you are trying to figure out for this game, so is better to redo a tiny amount of units and tiles than having to redo everything because you figured out better ways.

Looking forward to see how this plays out!
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Pixel Art / Re: My Hands, but without Leona Lewis.
« Last post by fskn on April 13, 2021, 03:14:40 pm »
Can't tell exactly what you're going for here, but I did some tweaking:



Pixelation has a feature where you can zoom in on an image when you click on it. Shift+click zooms out, Alt+click resets the size.
So if you post your image with the actual size, it's easy for everybody to see the details, and easier for people to paint over without having to downscale it first.

---

A little bit more:





I guess your original has more of a feeling of a light coming from behind him... I don't think I can represent the body fully if the "edges" of the figure are lost like that.
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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« Last post by eliddell on April 13, 2021, 02:01:43 pm »
(Text now, art probably this evening/tomorrow.)

I should perhaps give a little more background, because this is a comparatively mild-mannered goblin.

He's from a village at the bottom of a cave, where his ancestors have lived for generations.  Problem is, there's now lava encroaching into their living quarters, so they have to Get Out Of There ASAP.

None of the goblins have gone more than a couple of levels upward from their village in generations.  The village has collectively decided that the most useless person who still has a chance of clearing out the monsters on the floors above is the apprentice of the shaman/village elder.  So he's been sent out to fight not entirely willingly, and will probably spend half his time on the first couple of floors wondering how he got into this and why he was dumb enough to help finish off the supplies of mushroom moonshine they can't carry with them last night.  So grumpy and hung over, but not really vicious.  I should have given more thought to the facial detail and posture, though—currently, my version has a lot less personality than yours.

I take your point about the feet.  I've been holding off on cast shadows until I decide whether to go with a translucent version of the near-black brown already in the palette, or something else.  (They are going to have to be translucent shadows, because of the possibility the sprite could be standing on top of an item on the floor, which needs to be reasonably visible if he is.)

Altering the direction of the light is going to require changes to thirty-odd existing tiles . . . but I'm looking at on the order of 300 sprite frames (4-dir movement + 4-dir attack + a death animation per sprite, plus casting or throwing animations for some, plus single static sprite frames of 20 other goblin villagers).  So yeah, changing the lighting direction will probably be an improvement in the long run.

(Want to know what the really scary part is?  Thirty monster types is a really small inventory for this type of game.  Big roguelikes may have hundreds of monster types.  For some reason, they don't animate their tiles, if they even bother having any.)
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Job offers / [PAID] Looking for pixel art animator for a game
« Last post by pixelartist3123 on April 13, 2021, 11:10:22 am »
found, thanks
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