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Sprites: Walkabouts vs. Big Enemies

 
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Fri Jul 10, 2009 9:08 pm    Post subject: Sprites: Walkabouts vs. Big Enemies Reply with quote

I've noticed something lately. I've been investing a much larger amount of time into Walkabout sprites than any other sort. I couldn't help but laugh when I thought "20x20 sprites are hard work!" On the other hand, I feel like I can churn out those big ol' 80x80 enemy sprites every half hour or so.
Why is this? Let's find out!


VS.


It's obvious! Walkabouts are the best source of animation in the entire OHRRPGCE, and really add to the flavor of game scenarios. Big Enemies are big, sometimes thoroughly detailed, but always static.

I conclude that walkabout animations make for harder work, but which type looks better? This is the new question.
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Artimus Bena
Admiral




Joined: 17 Aug 2004
Posts: 637
Location: Dreamland.

PostPosted: Sat Jul 11, 2009 4:47 am    Post subject: Reply with quote

Good work on the attack animation, but I'm not too fond of the walking portion...
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sat Jul 11, 2009 12:12 pm    Post subject: Reply with quote

It's probably because the power of a single pixel is much greater in a walkabout.

The downward movement animation is fine, but if this were Pixelation, I'm sure they would tell you that for the horizontal movement attack swing, there needs to be more build up in the swing. He just kinda pumps his arm back then the resulting swing is more extreme.

You can look at your downward moving sprite for reference. He pulls the sword back behind him much farther, so he has the proper buildup for the downward swing.

My only other critique is that these smaller sprites need more contrast in the shades, because they absolutely need them to show volumetric detail, otherwise it just kinda blurs together like a color blob.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sat Jul 11, 2009 1:02 pm    Post subject: Reply with quote

*laughs* I imagined this would turn into a debate (VoM battle sprites vs. Phantom Tactics or something), but a critique is fine too.

The smaller sprites were made with a more limited palette - their cloaks have only 3 colors, which are pretty similar. I'll experiment with the colors and see what happens.
EDIT: Fixed this. Turns out those 3 colors were right next to each other in the palette, which is never a good idea.

As for the 2-frame walking animations, I guess they need to be more subtle, but I'm hesitant to change much because almost all of Viridia's walking frames are built like this.

EDIT 2: Here's a retry of the side-attack animation. It's also got the updated palette and is even reversible.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Sat Jul 11, 2009 10:05 pm    Post subject: Reply with quote

Baconlabs wrote:
*laughs* I imagined this would turn into a debate (VoM battle sprites vs. Phantom Tactics or something), but a critique is fine too.


That would be a pretty bad debate -- VoM doesn't have animated battle graphics. Happy Of course, I'm biased: I think Twinhamster has done a tremendous job with the Phantom Tactics battle animations.

<-- I mean, look at that guy go!
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