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Good habits

  • fredo
  • 06/15/2011 02:52 AM
  • 3395 views
I've been working a lot more on this game this summer than I have ever gotten to before. One of the big things I've been working vis-a-vis this project is getting better work habits. I've been trying really hard to take those moments where the inspiration for a big scene or a test run isn't coming to do some of the more menial tasks.

Last week, I finished all of the battle animations for the characters. Every character can equip several (2-4) weapon types and each has a full set of animations for battle. Several animations are still missing (some characters get late game redesigned outfits that are not currently finished) but I'm about 90% of the way there, and I have 100% of the animations necessary for the first half of the game.

In addition, I've been adding status effect animations to characters and I'm nearing completion on that. My battle charset folder currently has 46 full animation sheets, and I'm expecting about 60 once everybody's status effects and outfits are in.

Here's a quick shot of the status effects in action:

Also - new font! I really like this one, but I'm only about 95% sold. Still thinking about it. Please do let me know what you think.


I also worked on adding to my monster walking sprite collection. I worked up several skeletons, and I'm working on zombies and mutants on and off. Here is the skeleton work-in-progress sheet, including a few heads for later use:

If anybody would like to use the skeletons, feel free. Credit would be nice though. They're based on wato5576 materials, in part. If anybody is wondering, they're intended to be (in order): Warrior, Archer, Commander, Mage, and Gunner

I've also worked on creating some new maps that won't be necessary for a while because I had graphical design juices flowing and was up to eventing when working chronologically. Here's a shot of Avertue. Avertue is an artsy, cultural center in a country called the Imperium. It's a cutscene only area. It doesn't appear on the world map, but I felt like giving it an sense of identity was worth the effort.



Oh, and if you couldn't tell, regular updates to this game profile is one of the good habits I'm trying to get into. Feedback is so helpful when working on a project. Please don't hesitate to offer commentary!

Posts

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This is just a quick edit of your (already good) original sprites ^^ There were a few minor changes that I made, such as reducing the amount of colors, adding a nasal cavity and teeth and adding some black around the bottom of the skull ^^ I'm afraid I couldn't do way too much with the sides and back of it, though :<

Also I don't know if this would interest you for future spriting purposes, but I found the palette they use in REFMAP chipsets :> It's always a good idea to follow the same color scheme, but sometimes you just can't substitute different colors XD (link)
Oh, very cool!

I really like the stylistic changes. I was trying to figure out how to make it look more skull like. That's great stuff. I'll have to look at your changes more closely to see how I can adapt the sprites. The sideview is really critical for the battle system, so I'm gonna have to play around and see if I can adapt your changes to the sideview (that was my original problem, and one of the reasons I had kept the head simple)

Why reduce the amount of colors? I realize the shading wasn't perfect (really I suck at it) but it used the same number of different colors as refmap uses on most skin tones, including bald heads. I had thought it was appropriate. I'm always struggling when working with palettes and number of colors in shading, so I'd love your thoughts on it.

Really appreciate the link to the refmap color scheme, btw. I've changed so many things in so many chipsets (and replaced so many useless color while going about it) that I'm not sure I had one with the original palette intact. It did make chipset editing (moreso than charset because of the greater variety in one set) a giant pain. Thanks!
author=fredo
Why reduce the amount of colors? I realize the shading wasn't perfect (really I suck at it) but it used the same number of different colors as refmap uses on most skin tones, including bald heads. I had thought it was appropriate. I'm always struggling when working with palettes and number of colors in shading, so I'd love your thoughts on it.
Bahaha don't worry I still suck at shading too xD Hmmm... I dunno why I decided to reduce the amount of colors. I guess the reason was that the colors were too similar? I understand that bald heads had the same amount of colors but I think that the texture of the skull is a lot different from skin. I don't mean to be rude but to be honest I initially mistook it for white skin ! XD I'm obviously not very talented at spriting, but we'll all get better if we practice :D

author=fredo
Really appreciate the link to the refmap color scheme, btw. I've changed so many things in so many chipsets (and replaced so many useless color while going about it) that I'm not sure I had one with the original palette intact. It did make chipset editing (moreso than charset because of the greater variety in one set) a giant pain. Thanks!
No problem! It's come in handy for me too :>
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