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

Post Reply
User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 2nd, 2009, 9:33 am

etc; female version.
Attachments
footpad-demo.png
footpad-demo.png (2.98 KiB) Viewed 3162 times
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader » July 2nd, 2009, 10:04 am

The female's waist feels unnaturally thin - it doesn't leave space for her pelvis, particularly given the distance between bust and belt. Perhaps widening both their bodies by a pixel or 2 would be good.
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
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 2nd, 2009, 11:19 am

thespaceinvader wrote:The female's waist feels unnaturally thin - it doesn't leave space for her pelvis, particularly given the distance between bust and belt. Perhaps widening both their bodies by a pixel or 2 would be good.
:? Right. Here's an edit that should fix that.
Attachments
footpad-demo.png
footpad-demo.png (3 KiB) Viewed 3142 times
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
zookeeper
WML Wizard
Posts: 9740
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Help needed defining team rgb values for unit graphics

Post by zookeeper » July 2nd, 2009, 11:41 am

Aren't their legs unnaturally wide apart at the hips? The inside lines of their thighs don't converge at the crotch, but instead there's a gap about half a foot wide.

User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 2nd, 2009, 11:18 pm

zookeeper wrote:Aren't their legs unnaturally wide apart at the hips? The inside lines of their thighs don't converge at the crotch, but instead there's a gap about half a foot wide.
This presumes the crotches are that low, and aren't being overlaid by the tunic. Yeah, it's cartoonish proportions to make their legs take up that much of the sprite, but it looks fine to me, and exaggerated proportions are the name of the game with sprites.


Second of all, legs don't quite meet at the crotch unless the legs are closed. The pelvis doesn't form a "point" between the tops of the legs, it forms a short "line segment". Just eyeballing things, but when I stand with my legs just 3 feet apart, there's about 4-6 inches between where the tops where legs join the pelvis. I can place an open hand there, against the pelvis, and have only the sides of it touch the legs. (I know this sounds perverse, bear with me). This is actually wider for many women, for obvious biological reasons; so much so that some women actually have a gap there - their legs don't even touch at the top, when their knees are together.
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 3rd, 2009, 7:36 am

Thug animations are done, and ready for me to commit. Will progress to the L2 tomorrow.
Attachments
thug-melee.gif
thug-melee.gif (7.93 KiB) Viewed 2958 times
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
kitty
Retired Portrait Director
Posts: 1290
Joined: January 2nd, 2008, 3:29 pm

Re: Help needed defining team rgb values for unit graphics

Post by kitty » July 3rd, 2009, 7:30 pm

I really like those new footpads! Everything is so much better now and the new clubs are really nice! The only thing I'm not really fond of is the spikey hair, it reminds me of dragonball and other evil animes in a bad way, the old hair rendering was much smoother.

User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 4th, 2009, 6:11 am

kitty wrote:I really like those new footpads! Everything is so much better now and the new clubs are really nice! The only thing I'm not really fond of is the spikey hair, it reminds me of dragonball and other evil animes in a bad way, the old hair rendering was much smoother.
Yeah, the impossible hair gets old and silly fast. The only reason I do it on sprites is the same reason heads get exaggerated; by making it this large, it gives enough room to show at least a few separate locks of hair going in different directions. I was actually quite dissatisfied with the old hair, though, which looked like a formless mop. I'll consider shrinking it down; it might be doable by a pixel or so without losing important details or the curved locks that indicate the round shape of the head. :hmm:

As far portraiture goes, his hair isn't "spiky"; I'm just trying to suggest something disheveled and unkempt. So there's a pretty wide gamut of possibilities.



In other news, I've finished a remake of the blocking for the orc archer's melee animation, which you can see below. I'm going to finish that and the crossbowman up in the next day or two (I have not committed the thug, I'll do so soon.
Attachments
orc-archer-melee.gif
orc-archer-melee.gif (3.88 KiB) Viewed 2704 times
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
Girgistian
Art Contributor
Posts: 668
Joined: April 5th, 2008, 8:23 pm
Location: The lands of perkele

Re: Help needed defining team rgb values for unit graphics

Post by Girgistian » July 4th, 2009, 7:55 am

Oo, that looks cool :shock: . Isn't it a bit powerful for the archer's kinda pathetic melee attack? Or is the sword there temporarily to help making the motion or something?
For the dark gods!

User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 4th, 2009, 9:41 am

Girgistian wrote:Oo, that looks cool :shock: . Isn't it a bit powerful for the archer's kinda pathetic melee attack? Or is the sword there temporarily to help making the motion or something?
The length? Yeah, it is a bit. I can shorten it. :)

You're right, though - in a mockup/block like this, that's a secondary concern to getting the motion right.
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
Girgistian
Art Contributor
Posts: 668
Joined: April 5th, 2008, 8:23 pm
Location: The lands of perkele

Re: Help needed defining team rgb values for unit graphics

Post by Girgistian » July 4th, 2009, 4:56 pm

*Stomps on superiors foot*
I followed the discussion about the footpad's hair all the way to kitty's portrait thread, and tried to do something useful for a change. So blah.
Attachments
blah.png
blah.png (4.85 KiB) Viewed 2583 times
For the dark gods!

User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 5th, 2009, 7:01 am

Crossbowman blockup: includes defense as the first few frames, kinda like the orcs grunts.
Attachments
xbowman-melee.gif
xbowman-melee.gif (5.21 KiB) Viewed 2481 times
Play Frogatto & Friends - a finished, open-source adventure game!

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader » July 5th, 2009, 9:22 am

It somehow doesn't feel as powerful as the others - I think it's down to that fact that he slows and stops the swing before he runs out of room for it, making the swing much horter than, say, the grunt's equivalent.

Not that it's a bad animation, just that it feels different from the other orcs, i think.
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.

Blarumyrran
Art Contributor
Posts: 1700
Joined: December 7th, 2006, 8:08 pm

Re: Help needed defining team rgb values for unit graphics

Post by Blarumyrran » July 5th, 2009, 8:02 pm

If that counts for anything, his melee isnt supposed to be his most flashy area of character.

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader » July 5th, 2009, 8:37 pm

However, feeling less powerful than the previous level isn't so handy...
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.

Post Reply