Help needed defining team rgb values for unit graphics

Production of artwork for the game by regular contributors takes place here.

Moderators: Forum Moderators, Developers

Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » April 23rd, 2010, 1:24 am

The highwayman is now totally done and committed; I took TSI's crit into account, and a raised front leg makes this work nicely.

Another unit line finished.
Attachments
highwayman-melee.gif
highwayman-melee.gif (10.45 KiB) Viewed 5603 times
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Jetrel
Art Director
 
Posts: 7240
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » July 24th, 2010, 2:21 am

There are a number of units (mostly the cavalry) that I've made updated base frames for, and haven't gotten around to replacing the "barely worth having" animations images on. For the cavalry, rather than knuckling down right away and trying to get really good animations done for them, I'm instead going to make sure their new base frames get in the game ASAP.


There's actually not much on my list of stuff that needs base frame enhancements; the two big blocks are the elves, which I've got most of the new base frames done for, and the cavalry, which again I've mostly got the frames for, except the cavalier, lancer, and elven line.

I also have those in-progress complete overhauls to do to the footpad, trapper/poacher, and thief/rogue. The assassin and ranger/huntsman need some minor, but not too invasive tweaks, as does the royal warrior. Those I'll probably "wait on" - not uploading the base frames until I get their attack animations upgraded. There are also, as long shot efforts, the ancient lich and fire dragon. Loosely my plan is: human cavalry -> outlaws -> elves -> others.


To start things I've, I've committed an update to the current pillager art. I haven't improved the animations.
Attachments
pillager.png
pillager.png (3.2 KiB) Viewed 5190 times
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Jetrel
Art Director
 
Posts: 7240
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Postby zookeeper » July 24th, 2010, 7:01 am

Jetrel wrote:Image

:hmm:

To me, the head is clearly way too long. It's not so much the size (even though it's pretty massive), but the fact that it's so unnaturally elongated. Tweak on the right.
Attachments
pillager-head.png
pillager-head.png (5.69 KiB) Viewed 5142 times
User avatar
zookeeper
WML Wizard
 
Posts: 9617
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » July 24th, 2010, 9:41 am

I appreciate the crit, but it's identical to the goblin knight, and not too unrealistic (c.f. greyhounds). Your edit basically knocks it back to the size of the L1. I think the head size is correct as it is.
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Jetrel
Art Director
 
Posts: 7240
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » August 8th, 2010, 9:36 am

Somehow feels like the cavalier should have a different helmet/faceguard, but I'm done for the night. Otherwise I'm quite happy with it.

As previously noted, once I'm done with the lancer, I'll commit over the current ones, sans-animation, because the current animations are a joke. I'd rather spend my time on serious animations for some other overhauls.
Attachments
cavalrymans.png
cavalrymans.png (23.41 KiB) Viewed 4852 times
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Jetrel
Art Director
 
Posts: 7240
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » August 10th, 2010, 9:49 am

Heavily inspired by the design of Lordbob's portrait.

download/file.php?id=35203 if anyone wants a quick link to it. :)
Attachments
lancer.png
lancer.png (3.95 KiB) Viewed 4672 times
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Jetrel
Art Director
 
Posts: 7240
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Postby zookeeper » August 10th, 2010, 10:13 am

Jetrel wrote:Image

The horse is noticeably smaller than the knight's horse from page 65. I think this one is just 1px higher than the horseman, whereas the knight is about 3px wider and 1-2px higher.

I could bet money that if you'd leave it like that, you'd just end up biggerizing the horse sometime later.
User avatar
zookeeper
WML Wizard
 
Posts: 9617
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » August 10th, 2010, 10:21 am

zookeeper wrote:
Jetrel wrote:Image

The horse is noticeably smaller than the knight's horse from page 65. I think this one is just 1px higher than the horseman, whereas the knight is about 3px wider and 1-2px higher.

I could bet money that if you'd leave it like that, you'd just end up biggerizing the horse sometime later.


Nope. That's entirely deliberate - the lancer is supposed to have a small, fast horse.

That said, another pixel or two of width might not hurt.
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Jetrel
Art Director
 
Posts: 7240
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Postby thespaceinvader » August 10th, 2010, 10:36 am

I'd say that would be an idea - currently, the unit looks kind of top heavy due to the size of the armour and helm. Otherwise cool, looking forward to seeing these guys in.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
thespaceinvader
Retired Art Director
 
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK

Re: Help needed defining team rgb values for unit graphics

Postby doofus-01 » August 10th, 2010, 12:52 pm

I am having trouble reading the face. I thought the eye was a slit in a visor, but since you mention the portrait, maybe it is open-faced. Maybe his skin could be darker? So it doesn't blend in with the helmet.

It does look nice though.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
doofus-01
Art Contributor
 
Posts: 3567
Joined: January 6th, 2008, 9:27 pm
Location: USA, the civilized part.

Re: Help needed defining team rgb values for unit graphics

Postby Sleepwalker » August 21st, 2010, 12:19 pm

The face is readable enough to me, these are looking great. :) Nothing else to say!
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
User avatar
Sleepwalker
Art Contributor
 
Posts: 416
Joined: October 23rd, 2008, 6:34 am
Location: Sweden

Previous

Return to Art Development

Who is online

Users browsing this forum: No registered users and 2 guests