AuthorTopic: [CC] Starting Class Animations  (Read 10990 times)

Offline Kellawgs

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Re: [CC] Vampire Class added

Reply #10 on: June 08, 2015, 03:06:58 am
cool sprites the skull is cute.

have u tested these against a variety of backgrounds?
I recommend getting a bunch of game screenshots (search "<GAMENAME> png" for good results) and seeing how they hold up against bright and dark backgrounds.
Vampire's sword for example totally lost against any dark background.



Yeah I've since adjusted the blade.

There are a few issues though, for example I think I need to recolor the knight completely because he can't even slightly hold up against a bright background. The planned game environments will be a little darker, closer to the mid-gray featured here, but I still think the knight is too shiny.

I would be really grateful if anyone helped me out in that regard.

Offline Decroded

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Re: [CC] Vampire Class added

Reply #11 on: June 08, 2015, 03:26:29 am
some ppl literally don't use backgrounds that don't suit their sprites.
some ppl saturate sprites heavily and desaturate backgrounds.
some ppl use outlines or sel-out where needed.
some ppl use non-pixel art post-effects such as lighting and glows to make poorly designed  sprites stand out against horribly bland dark grey backgrounds.
some ppl combine some or all of the above.

might be some other tricks ive not mentioned

Offline Kellawgs

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Re: [CC] Vampire Class added

Reply #12 on: June 08, 2015, 03:32:13 am
Hahah, alright, well I've considered throwing outlines on these, but I much prefer to look without them. I think I'll just keep the backgrounds darker.

Offline Decroded

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Re: [CC] Vampire Class added

Reply #13 on: June 08, 2015, 04:59:01 am
Hahah, alright, well I've considered throwing outlines on these, but I much prefer to look without them. I think I'll just keep the backgrounds darker.

well its a trend that is happening alot these days but something i know very little about so probably some other ppl here are better at working like that.
i suppose i have a more dated looking style and tend to stick to at least partial outlining and such.

some more basics i forgot to mention:
- colour temperature: warm pops out over cool
- detail: more smaller details attract attention so having a background that isn't flooded with small details helps sprites pop out
- contrast: sprites should have both strong contrast between light and dark but also strongly contrasting hues, where as a backgrounds should reduce contrast within itself through a smaller brightness range and often (but certainly not always) analogous palettes.

perhaps u know all this already but hopefully u got at least something out of that :lol:

Offline Kellawgs

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Re: [CC] Vampire Class added

Reply #14 on: June 08, 2015, 09:32:52 am
I'll keep these things in mind, I really appreciate the feedback and all.

In the mean time, I've recolored the knight and changed his stance a little (he looked a bit small before)


I've been spending a lot of time on these sprites as they're arguably going to be the most important in-game, and I still have one last class to make that I'm somewhat struggling with right now. It's probably best if I keep trying to be a perfectionist though.
« Last Edit: June 08, 2015, 09:36:28 am by Kellawgs »

Offline Kellawgs

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Re: [CC] Vampire Class added

Reply #15 on: June 09, 2015, 05:42:01 am


I've continued to mess with the knight colors, I still feel like he doesn't quite match.

I'm going to try to start working on the last class design here, which is the Huntsman... what do you guys think about his idle pose?

Offline Kellawgs

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Re: [CC] Skeleton Revamp

Reply #16 on: June 10, 2015, 02:47:09 am


I made a better skellington, not sure if it's final or not yet.

E- changed it up a bit more

E2- final version
« Last Edit: June 10, 2015, 07:58:03 am by Kellawgs »

Offline Decroded

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Re: [CC] Skeleton Revamp

Reply #17 on: June 10, 2015, 08:12:13 am
personally preferred the old skeleton i thought the skull looked great.
here's some suggestions u may or may not like.

Offline Kellawgs

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Re: [CC] Skeleton Revamp

Reply #18 on: June 10, 2015, 08:20:17 am
personally preferred the old skeleton i thought the skull looked great.
here's some suggestions u may or may not like.



I really like love that detail you got in the body, I don't know if I'd hold up in animating it though. Looks perfectly 'drowned undead' esque.

The old skull feels a little bird-like to me, and I prefer it to be the same size as the player but it wouldn't have actually fit inside the player's head.

Offline Kellawgs

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Re: [CC] Huntsman Class added

Reply #19 on: June 10, 2015, 02:23:12 pm


Bumped with the Huntsman class. I feel like the ponytail makes the Diablo II influence too obvious, should I mess with the hair?

Also, I'm wondering if the Vampire holds up in quality next to the other three, maybe he needs more contrast in his torso.