Hi all,
I'm totally stuck. There is a sprite I cannot just figure out how to shade. Not that the other ones are particularly brilliant, but this one is really bothering me. The sprite I'm talking about is the red head in this image (third row from the bottom):

.
The problem is that it is just a head, whereas I would like it to be a proper walking being, because that looks a lot better in the context of my game.
What is giving me headaches is - besides my limited skills - the fact that the game is entirely 2D, but lighting is calculated in real-time (24-bit tile-based raytracing - have a look at
this screenshot for a visual example): because of that, the shading of sprites (and tiles as well) should be as "neutral" as possible to avoid major inconsistencies (of course pre-rendered graphics will never match real-time lighting perfectly). Since the view is overhead, the most neutral shading I can think of is going from light to dark, just to give a sense of depth. Unfortunately, that easily translates to... pillow-shading

F.ex., have a look at the rat or the bug (which, however, do not look too bad in the game); the blob, instead, does have a directional shading, because otherwise it have looked very poor and flat.
Matters are made worse by the small size of the sprite and the dominating background color, which is the dark blue in here:

This image is the 16-color source of the first one, which has also an 8-bit alphachannel (because the game works in 32-bit).
Speaking of colors, I have used only 14 colors (background color aside, which *can* also be used inside the sprites) and I would like to use at most 16. The palette is so saturated to provide effective contrast against the non-sprite elements (which use another 16-color palette).
The sprites at the bottom-right of the second image show the direction I would like to take: I would like the sprite to represent an orc/dragon/lizard or something like that. Despite the free color(s), I just cannot find the right ramp(s) to convey the sense of depth, create sufficient contrast and get the sprite to be readable.
Final notes:
* the sprite should roughly cover the area indicated by the filled circle below the experimental sprites (a pixel off here and there is OK);
* of course edits are welcome, but please do not make them too nice/complete, otherwise I would be left with too little room for "personalization".
Thanks in advance.
saimo