AuthorTopic: [WIP] Action-platformer sprites from a complete beginner  (Read 15274 times)

Offline BowTieDaddy

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #10 on: March 06, 2012, 06:14:00 pm
I'm using Graphics Gale, actually, but I had no idea about that functionality - or palette control in general, actually.  I'll have to look up how to do that, thanks.

Offline jams0988

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #11 on: March 07, 2012, 04:35:39 am
I didn't know Graphics Gale did it until someone helpful on the forums mentioned it off hand a month or so ago, myself. =)
For Graphics Gale, it's easy. Just go All Frames > Color Depth, and then pick the number of colors you want and such, and hit okay. After you do that, your palette will be locked, and any color changes you make will be reflected everywhere in the drawing. You can also do All Frames > Adjust Color to adjust the balance of the whole picture at once, but you won't have as much control doing it that way.

Offline BowTieDaddy

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #12 on: March 10, 2012, 05:02:10 am
Alright, so after tooling around with the palette size (thanks, jams!) I ended up with this.


(again, apologies for the transparency issues.)

Got everything down to ten colors, if I'm reading this correctly.  This still isn't addressing the shading criticism I've been given, particularly on the armor, but while I go read a guide or two on shading tips I'm wondering if this is on the right track, or if I've misunderstood something somewhere.  I tried not to copy the examples I'd been provided exactly so that I could hopefully goof up and learn something, haha.

Thanks! 

Offline Facet

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #13 on: March 13, 2012, 10:01:48 pm
Hi there, cute sprite, awesome progress so far :)

I made a little redux edit to demonstrate just how simple you could go when aiming for a bright, cartoony look; just two colours for any material (light/shade) can be enough and might also be easier to read and animate. Shaded outlines can look nice but I think it's overcomplicating the sprite here. I took a couple of liberties; I was having trouble figuring out his arm from his chest so I just moved it (I do actually like the original pose) and I also shrunk his lower body for reasons of cuteness.



Quote
I'm honestly not completely solid on the relationship between character-size and screen size.  As this game would be running on a computer, wouldn't the resolution be a lot bigger, which in turn would mean that bigger sprites would be acceptable?  I don't mean to be contrary, I honestly don't know and I'm just trying to figure things out.

Bigger sprites are perfectly acceptable but don't really play to the strengths of pixel art. Big sprites are much harder to polish up nicely, are an enormous pain to animate and mostly don't look as good anyway (I learned the hard way :lol:). A lot of modern pixel art games are meant to be viewed at several times their original resolution.

Offline BowTieDaddy

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #14 on: March 14, 2012, 01:47:06 am
Ah, thank you!  I really like the suggestions, and they're making me think quite a bit - I don't mind doing as many redesigns as possible to learn the ropes, so maybe I'll try a brighter and simpler look soon.

In my original designs his legs were actually quite a bit smaller - I was thinking that he would be roughly the size of the smallest, most basic enemies, but most enemies would be taller, and bosses taller than that.  Kind of a mix of the Mega Man and Castlevania size-ratios.  Unfortunately, in sketches I've done on his animation it's very difficult for his run to look active and dynamic with such short legs.  We'll see as I keep experimenting, anyway.

Thanks!

Offline Facet

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #15 on: March 15, 2012, 01:28:27 am
Great, concentrating on finding nice, simple shapes should be a priority, even when you're aiming for a high level of detail (as part of the process). Just make sure you aren't losing structure (things like the demarcation of limbs and such) when/if you shade and add detail.

I happened to shorten the legs in my edit for a lack of space as much as anything; just see what works for you. Animation might be tough if you're trying to keep the torso orientated square towards the viewer; he'd have to do a crab shuffle :).
 

Offline BowTieDaddy

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #16 on: March 16, 2012, 03:47:11 am
Did some experimentation on the King, but it didn't work out so well.  So I decided that maybe it was time to spread out to other characters and practice different styles.

On the more detailed side, I decided it was probably best to practice shading with something simple:


To practice something more cartoony, I tried a slightly larger character so that I could pay more attention to the shapes:


I'm really attached to having outlines on my sprites - when I draw/sketch designs I like to use really thick outlines, so dropping them entirely makes the characters look to foreign to me - and I'm wondering if the current strategy I'm using is working.  I feel like there are a couple points in each where it falls apart, but I'll see what you guys have to say about it.

Thanks!

Offline jams0988

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #17 on: March 16, 2012, 05:38:50 am
Cool new sprites. You should use more vibrant colors, though. They both look a bit washed out! Did a quick edit on your eye monster for a comparison:

Your eyeball was completely gray. As a general rule, you should never be using true grays in any of your drawings, unless you're going for a very specific effect. In real life, you'll never find any true grays, anywhere. Take a picture of anything (even your eye!) and then do a color picker on it in photoshop or whatever. Unless it's very dark or your camera is broken, you should have some color reflected in there! In cartoony drawings like yours, it's even more important to use colors and lots of contrast, otherwise it'll look depressing and dull. Remember to make your drawings pop. Try weird color combinations! It's better to be a bit oversaturated than to be undersaturated, I think.

Ah, I also gave him some secondary shading from the ground in an attempt to make him look a bit shinier looking. Yours wasn't looking very reflective, in my opinion. Not sure how well I succeeded. Also played around with his iris, giving it a shadow and such. The iris...group...thing bulges off the eye a bit...it's not flat. The cornea is set inside the eye, sort of like a funnel shape? I think, anyway! I advise you to look up eye anatomy, hahah!

Note that my edit isn't too great. But that's because I'm not too great. XD
I'm actually hoping someone else does an eye edit now, so I can see what I did wrong, too. I had a hard time picking decent colors for it, somehow.

Edit: Oh. Just a tip that might be a huge help to you, Bowtie. (It was to me the first time I saw it done!)
Watching a lot of good digital painters do their thing, I noticed a lot of them started by filling their whole canvas with one color - basically whatever color they thought best fit the mood/lighting of their scene. If it was a swamp or a forest or whatever, they'd fill it with a murky green or a happier green, respectively. If it was an airplane battle scene, sky blue, etc. This helps set the mood for your piece, and it helps you paint the objects in your scene better too. Say you were doing the airplane scene. If you started out painting your Red Baron's plane with a simple white background, you might find that when you added the blue sky behind it, it looked too red. Because a red plane in the blue sky shouldn't *be* shaded like a red plane in a white void; the plane in the sky would be picking up the blue light being shot at it from all directions from the sky. It'd end up looking purple in a lot of places!

So when I paint now, I start with a wash for my main color. Then I paint the rough background and such. Then I add in the objects and shade, and keep on adding detail and changing things till they look right. So, when you're making your sprites, it's best to draw them on the background they're going to appear on, so you have an accurate idea of what they're really going to look like. If you don't have a background for them yet, or don't feel like making one, I'd at least suggest putting a wash behind them besides white. The colors surrounding an object dictate what color the object is going to appear as! I drew my eyeball edit assuming he'd be under a cheerful cartoon sky, for example. If he was in a cave, he'd be colored completely differently. Your eye looks weird because you colored him as if he exists inside of a white nothingness, which he obviously doesn't! That makes him look depressing. D:

Good luck, sir! :3
« Last Edit: March 16, 2012, 06:15:11 am by jams0988 »

Offline BowTieDaddy

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #18 on: March 16, 2012, 01:59:23 pm
Okay, that makes sense; but what if these sprites (especially the King, since he's the player-character) are going to be used in multiple levels, with multiple backgrounds?   I would hope I wouldn't have to change the tint for every level.

Offline jams0988

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Re: [WIP] Action-platformer sprites from a complete beginner

Reply #19 on: March 16, 2012, 03:59:27 pm
Mmm, good question. I guess in game art, you have to balance realism, aesthetics, and usability. You're right that my eye's shading wouldn't make sense in a dark, purple cave, but I think people would still accept him more than your gray one...that is an interesting problem, though!

Of course, most game engines will easily allow you to tint your sprites through code anyway, so you actually *could* tint your sprites to match their environment if you wanted to. Most games don't seem to do this, though! Or at least the old SNES games I remember and love...

Actually, didn't Super Metroid do it? I forget...she at least had the glowing visor, which was pretty badass. XD

Now I *really* want an expert opinion, hahah.