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Spriting Woes and Opinions~

  • Liberty
  • 07/05/2012 02:03 AM
  • 3061 views
Right, so now that THaNoY is out the way I can focus completely on this project without worrying quite so much about my current backlog of games.
:Looks at current backlog:
>.<;
Well, maybe not stop worrying altogether...

Anyway, lately I've been focussing on spriting, namely ripping NPCs, animations and trying to do a few mockups of the newer characters. I... only just started so I haven't gotten too far into it, but I am proud of what I've accomplished so far. Sadly there are a few issues, though.

Namely animation frames. See, Breath of Fire II does something strange when it comes to chip and characterset animations. Main characters have three-step animations - which is perfect for RM games. However, NPCs only have two frames of animation when walking, which looks a bit odd for some reason. I've tried to remedy this by editing in a third 'still-standing' frame but doing so for every character that doesn't have one will take a while and does get annoying. That, however, isn't the only issue.

Chipset animation is also odd. With candles/lights alone there is a mix of two-frame, three-frame and four-frame animations. Which is really odd. You'd have thought the graphics team would have tried to be more uniform in that regard, but no.

Then you have the water tiles - especially the ocean, which has more than just the four-frame animations that the cliff-water edges and beaches have. It's a mish-mash of frame animations all over. That, I will work on. I'm thinking an ever-looping parallax for the ocean, with an ever-looping picture for the cliff-water edges.

On top of that is the fact that while most of the graphics fit in a 16x16 frame, some parts like to go beyond that by a few pixels which is another oddity. I'm working out the kinks with that as well.

Another issue is the rips I've found online are strangely coloured when compared to the rips I've made myself. This is most likely due to colour-reduction and I'm probably going to have to re-rip everything that isn't chipsets just to get the characters (especially battle animations) looking coherent. Oh well. I knew it wasn't going to be easy. ;p

Now, here's something I'd like your input on.

Since I'll be dealing with the characters from the old game and since Hearts Aflame is set about 20 years after the events of the original, some of the characters have changed during that time, not only in personality, but looks, as well. I've knocked together a few mockups using battle sprites to get a closer idea of the changes.





What I'd really like an opinion on is Nina - which version do you prefer? Keep in mind she's a mother now, so I changed her clothes a bit to match that. I rather like the long hair, myself, but am open to suggestions. Katt... well, again, I like the longer hair but there's really not much I changed with her because, well, she's the same old Katt.


And now, a look at one of the new heroes: Mina.

As you can see, she uses Ryu's base, with some of Nina's clothing. She's a nice mix of both parents. Any thoughts? Suggestions?

Posts

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I like the outfit of nina 1 but hair of nina 2. I think Mina looks pretty cool. Any way to show longer hair?
Mina is pretty ripped for a chick.
As Ryu's daughter, and having an obsession with swordsmanship (and training as much as possible), yeah, she's pretty ripped. Her brother? Not so much. XD
What I mean is, it just looks like Ryu is wearing a dress, and people will immediately think the same thing when they play. Tone down the muscles and thin out the face a little. That should do the trick.
XD
That's actually Nina's face... XD
But yes, I was gonna mess with the upper arm a little so the muscles didn't stick out quite so much. XP
I'm partial to the red dress, but long haired Nina. Although, that design altogether is kind of flat.
How long is she in the party? Is she a staple throughout the game, around for a few quests, or merely a prologue-length recruit? If she's only around for a short run, she could do with a more conservative "motherly" attire, like a longer skirt. If she's going around adventuring all over again, then maybe go a little more flamboyant traveling-type clothes.
Well, spoiler - she isn't actually in the party, but you do get to play her at on point... possibly (I'm still uncertain about this one scene). I'm using the battle animations to get a better grasp on attire and colours before I transfer them to sprite form.

I guess I could try a longer dress.
Nah, don't worry about it then. It'll just be making extra work for small potatoes. My opinion Revised : Nina #2.
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