Game Sprites:

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rujasu
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Postby rujasu » Sun Sep 09, 2007 10:40 pm

Niiiiice man! It's always great to see you putting out awesome stuff like this! :approve:
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Rain
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Postby Rain » Mon Sep 10, 2007 1:23 am

Safir-Kreuz wrote:[img:200:200]http://www.allacrost.org/staff//user/safir-kreuz/portraits/face/King-ingame.png[/img]
[img:64:128]http://www.allacrost.org/staff//user/safir-kreuz/npc/Joined.png[/img]
[img:64:128]http://www.allacrost.org/staff//user/safir-kreuz/npc/King.png[/img]
[img:64:128]http://www.allacrost.org/staff//user/safir-kreuz/npc/Throne.png[/img]


LMFAO. Superb all around. Additionally I love the color coordination of the throne which is heightened when the king sits in it. AWESOME.
'When Zeon lost his powers, he fell to Earth, and created a giant crator where he hit. His moan destroyed the mountains and the crater was buried by the debris.'

(of Zeon)

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Safir-Kreuz
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Postby Safir-Kreuz » Mon Sep 10, 2007 2:19 am

Rain wrote:LMFAO. Superb all around. Additionally I love the color coordination of the throne which is heightened when the king sits in it. AWESOME.


lol thanks. Color is my specialty.
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Jetryl
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Postby Jetryl » Thu Sep 13, 2007 8:07 am

Back in the day, Safir-Kreuz made this animation for claudius. I just committed it into svn as a game-useable PNG.

[img:128:256]http://www.allacrost.org/staff//user/safir-kreuz/Claudius_mod_sp.gif[/img]

For the other programmers out there, the probable use of this is as an idle animation, and for occasional 'moments' in-game. Basically, the idle animation would trigger after the player stands around and isn't doing anything for a while. "A while" could be anything - maybe 10sec, maybe 30sec. :shrug:

The time per frame is a nice, uniform 200ms.
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Jetryl
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Postby Jetryl » Thu Sep 13, 2007 8:56 am

Also, some new stuff. This is a south-facing animation of claudius doing the usual "at-ready" bob.

I'm surprised at how well this came out with only 3 frames. Based on that, I think we should leave it at 3 frames, because I'd like to have a version of this for each direction, and for each of the main characters.


[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-bob-s.gif[/img]
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gorzuate
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Postby gorzuate » Thu Sep 13, 2007 4:54 pm

Jetryl wrote:Also, some new stuff. This is a south-facing animation of claudius doing the usual "at-ready" bob.

I'm surprised at how well this came out with only 3 frames. Based on that, I think we should leave it at 3 frames, because I'd like to have a version of this for each direction, and for each of the main characters.


[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-bob-s.gif[/img]


That looks cool :)
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Rain
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Postby Rain » Thu Sep 13, 2007 6:29 pm

Very good Jetryl and Safir. :approve:
'When Zeon lost his powers, he fell to Earth, and created a giant crator where he hit. His moan destroyed the mountains and the crater was buried by the debris.'

(of Zeon)

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Roots
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Postby Roots » Thu Sep 13, 2007 8:55 pm

I guess this means I need to go back into the map code and add support for custom animations. :heh: Once I'm back working in that area, I think I should have them functional within a few days.
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Postby Roots » Thu Sep 13, 2007 9:59 pm

Safir-Kreuz wrote:[img:64:510]http://www.allacrost.org/staff/user/safir-kreuz/claudius/sprites/claudius_run.gif[/img][img:64:512]http://www.allacrost.org/staff/user/safir-kreuz/laila/laila_run.gif[/img]
[img:192:256]http://www.allacrost.org/staff/user/safir-kreuz/claudius/sprites/claudius_run.png[/img]
[img:192:256]http://www.allacrost.org/staff/user/safir-kreuz/laila/laila_run.png[/img]


I've had a chance to take a closer look at these and would like to offer a critique. Also because I am a runner myself, I feel I have additional credibility here. :)


1) In several of these frames, the head is angled sharply downward, which is awkward. You keep your head looking forward when you are running, same as when you are waking (unless you are really tired and on the verge of death :heh: ). Although I have seen people who run with their head at an awkward angle.

2) Some of the frames show a disproprtionate arm out reach. In particular, the arm closer to the viewer extends outward in front of the body much more than the other does. All runners regardless of whether they are experts or neophytes are synchronized in their arm motions. I don't recall ever seeing a runner in all my years that moved one arm differently from the other.

3) While running, most people keep their elbow bent at a 90 degree angle or near 90 degree angle throughout the forward and backward motion of the movement. In these frames, as the arm falls backward the elbow unbends and the arm is straightened. This again is somewhat awkward and I don't believe I've ever seen a person run who straightens their arm at any time during the motion (if you imagine how this type of movement would look to someone running in RL, you may think they look retarded).

4) A minor comment on Laila's dress. Perhaps the bottom end of it should mostly remain levitating in the air, as constant running would produce a wind force that would push the dress upward. I speak especially in the forward facing frame, the dress remains low enough that it looks somewhat strange (as if the dress had enough time to drop back down after each stride). Just a thought :shrug:

Now these comments aren't to say "do it like this", but rather to give some perspective from someone who has been running for a number of years. Its perfectly acceptable for them to have imperfect running form. Anyway, in summary my suggestions are the following:

    1) Keep the head looking forward isntead of angled downward
    2) Keep the forward/backward reach the same distance between the left and right arms
    3) Keep the elbows bent throught the running motion


And one final note: from top to bottom the frame order should be:
- Forward facing
- Back facing
- Left side
- Right side

This is how all the walking frames are arranged. I remember the order as simply "Up-Down-Left-Right", same sequence as the Contra code. :heh: I'll add the initial version of these running frames to SVN now. If you wish to improve upon them that's great, and if not that's also okay. They are already pretty darn good to begin with. :approve:
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Safir-Kreuz
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Postby Safir-Kreuz » Thu Sep 13, 2007 10:18 pm

Hmm... I think they'll work for time being.

I personally like the side sprites... though I do feel obligated to work further on the front and back... (the front seems slow looking, while the back one looks like skipping/jogging)
Last edited by Safir-Kreuz on Thu Sep 13, 2007 11:23 pm, edited 1 time in total.
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Jetryl
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Postby Jetryl » Thu Sep 13, 2007 10:34 pm

Major Note:

You are not necessarily restricted to 32x64. If you need wider sprites to make it look right, you've got 'em.
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Jetryl
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Postby Jetryl » Sun Sep 16, 2007 9:51 am

:huh: A far-along "Work in Progress":

It still needs some tweaks, and I'm pretty sure I need to completely redo the leg motion (and that's going to probably suck, hard :bang:), but the torso and sword stuff seems to be good. This has taken some ... 10 hours or so, and I'll be glad to be done with it when I am ... done with it. I have a bad feeling it's going to be another five hours or so, maybe. :cry:

But since the arm motion seems pretty clear, now, it's worth showing off. I think I'm finally getting this "sword swoosh" stuff. :D

[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-attack-s.gif[/img]
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Safir-Kreuz
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Postby Safir-Kreuz » Sun Sep 16, 2007 4:36 pm

Jetryl wrote::huh: A far-along "Work in Progress":

It still needs some tweaks, and I'm pretty sure I need to completely redo the leg motion (and that's going to probably suck, hard :bang:), but the torso and sword stuff seems to be good. This has taken some ... 10 hours or so, and I'll be glad to be done with it when I am ... done with it. I have a bad feeling it's going to be another five hours or so, maybe. :cry:

But since the arm motion seems pretty clear, now, it's worth showing off. I think I'm finally getting this "sword swoosh" stuff. :D

[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-attack-s.gif[/img]


It's look pretty good, post up individual frames so we can see fully what is going on... Look great just needs minor fixes. I do admit I am confused with the extra piece of trim below the skirt.
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Jetryl
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Postby Jetryl » Mon Sep 17, 2007 12:27 am

Safir-Kreuz wrote:It's look pretty good, post up individual frames so we can see fully what is going on... Look great just needs minor fixes.


Sure. Note that there's one frame missing from this sheet, which was in the .gif - it's one of the "bobbing" frames seen above, and it's right at the start of the series.

[img:576:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-attack-s.png[/img]

Safir-Kreuz wrote:I do admit I am confused with the extra piece of trim below the skirt.


If you're referring to the extra bit of black hanging below his coattail on frame 6; yeah, it's spurious. One more "rough edge that needs to get sanded off" on this WIP.
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Roots
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Postby Roots » Mon Sep 17, 2007 12:42 am

Sword position on frame 3 looks very awkward. His hand makes it look like it would be held more horizontally than the sharp vertical angle its at right now. Plus the motion makes no sense with that frame: first the sword goes down, then levels, then goes up and behind the head. It seems like it would be very poor swordsmanship, to say the least.

I recommend making the third frame more in-synch with frames 2 and 4 with regards to the orientation of the sword (and perhaps the hand as well). That's the only fault I can find. :approve:
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Postby Safir-Kreuz » Mon Sep 17, 2007 1:46 am

After looking at them I admit that they all look pretty good. I think as far as frame three... it's not really the pose that's off it's more of the sword. I think what needs to be done is just show a little bit of sword above the hand.


Overall though, I am thoroughly impressed... better than what I could come up with... I am still thinking what I am going to do for Success Poses...
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Jetryl
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Postby Jetryl » Mon Sep 17, 2007 1:53 am

Roots wrote:Sword position on frame 3 looks very awkward. His hand makes it look like it would be held more horizontally than the sharp vertical angle its at right now. Plus the motion makes no sense with that frame: first the sword goes down, then levels, then goes up and behind the head. It seems like it would be very poor swordsmanship, to say the least.

I recommend making the third frame more in-synch with frames 2 and 4 with regards to the orientation of the sword (and perhaps the hand as well). That's the only fault I can find. :approve:


It's not at a sharp vertical angle - it IS horizontal. But his body (or at least the arm) has already rotated 90°, so its facing is different. In frame 3, it's supposed to be heavily "foreshortened". The blade is pointing away from us in the z axis, but like in the frame immediately before it, it's angled down, so we're actually seeing its underside.

My errors probably were: The blade is at the right angle, but is too long in frame 3. I was being too cautious, and probably need to foreshorten it even more. Also, the blade/hand position is frame 4 is totally wrong - about the only thing that should be visible, if anything, is the hilt + pommel.



So, I think you're correct that there's something wrong, there, but I think the diagnosis was a little off. This much, at least, should be easy to fix. :)

Edit: in fact, I already have:
Note that this is the same image linked to above, so if you're not seeing any changes, do a hard-refresh (hold shift and click the reload button).
[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-attack-s.gif[/img]
[img:576:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-attack-s.png[/img]
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Jetryl
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Postby Jetryl » Mon Sep 17, 2007 9:01 am

I've done some additional work on the legs (turned out to be only 2 hours work, gosh-darnit), and it seems to remedy most of the "moonwalk" problem the previous one had. (I left the previous image up, if you want to compare it).

[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-attack-s2.gif[/img]

Probably the biggest issue I'd had with the legs in the previous one was an error in thinking. I'd visualized "key positions" for body parts, and was trying to do a "linear" tween of their movement. If we take his left leg, the first key position is at the start, and the second is where it's at in about frame 6. The mistake was thinking it should gradually slide between those points, during those 5 frames; 20% the first frame, another 20% the second, etc. Wrong, because it makes his foot never seem to "grip" the ground. The correction was to make him move it all the way in just a few frames, and then have him hold it in place from frames 4-6. That made his foot grip the ground, so the other could be moved and look right while doing it. I've had this problem on some of wesnoth's images, too.

Anyways, I still have a few small tweaks to do, like ruffling his hair in a few of the earlier frames, aligning his head in some of the early frames, and possibly adjusting his left leg in frames 2 and 3, but this is most of the way there. I'm so glad this foot stuff was easier to fix than I'd thought.


Safir-Kreuz wrote:Overall though, I am thoroughly impressed... better than what I could come up with...


Really, I could say this line myself about your running (and earlier, your walking) frames.

I think the two of us can do some cool stuff with our combined powers. :devil:
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Jetryl
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Postby Jetryl » Sun Sep 23, 2007 8:38 am

Anyways, keeping the momentum going..

[img:64:64]http://www.allacrost.org/staff/user/jetryl/PCs/claudius-bob-n.gif[/img]
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Postby fydo » Sat Sep 29, 2007 8:48 am

Wow, these sprites are looking amazing you guys! Awesome work! :D
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