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.hack//2D - a dot hack fighting game (Read 1959 times)

Started by Quicksolver, March 27, 2012, 03:49:09 am
.hack//2D - a dot hack fighting game
#1  March 27, 2012, 03:49:09 am
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This is a completely random and unplanned project of something I've always wanted to do for a long time. It worked for me for a while, but sadly I lack the experience needed to carry on.

I've always dreamt of a .hack fighting game (ironically, the minute I started working on this, Namdai decides to do this: http://mugenguild.com/forumx/index.php?topic=139803 - go figure).

Regardless, I tried to test myself at drawing (and perhaps animating) BlazBlue-ish dot hack sprites, with some limited success:

Atoli (animated):



Alkaid (sprite):



Pi (animated):



Fanservicey pose (hoping it'll be on par with Mai's):



At the moment, the whole thing is a complete mess for me. I am in touch with a MUGEN user who may have a good idea on how to create the necessary files to implement these sprites in MUGEN, but I have VERY little to show him. For a single person, is there a project-management guide out there I could go through? Perhaps with the needed milestones and steps for finishing something like this.

Oh and the game itself at this point is not a necessity - right now all that matters is planning the sprites better to match their 3D counterparts from the games they came from. I am not looking for someone to do my work - on the contrary, I'm looking for one who'll give me the RIGHT work to do. A "manager's" vision, so to speak.

Also, if there's a better place or board around here to draw more sprites on, that would be swell to know. Thanks in advance, everybody!
Re: .hack//2D - a dot hack fighting game
#2  March 27, 2012, 05:19:24 am
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the sprites looks so stiff
Re: .hack//2D - a dot hack fighting game
#3  March 27, 2012, 08:57:18 am
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It's my first try - I actually need an idea how to improve them before proceeding. If they're stiff, how do I 'unstiff' them? lol
Re: .hack//2D - a dot hack fighting game
#4  March 27, 2012, 03:26:09 pm
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It's best to do it limb by limb, or outline the movement of the sprite before adding in the details. I'm no spriter, but I have seen what concept sprites look like, and they (the professionals) try to make the general appearance (the outline, primary color) before doing the details (shading, facial expression, etc).

Going with BlazBlue resoultion sprites is a pretty big task though. Arc System Works used 3D models as references to do the 2D spritework.
Re: .hack//2D - a dot hack fighting game
#5  March 27, 2012, 04:23:22 pm
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Oh!!! I heard that's also what SNK did for XII and XIII.

Rather than watch from the sidelines, why haven't WE as up and coming sprite artists followed them with the same idea? Is there absolutely no tool out there that can help with custom 3D models you can move around as you like? Even for stick figures?
Re: .hack//2D - a dot hack fighting game
#6  April 12, 2012, 08:43:35 pm
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I just tried out something with the stick figure approach. If you have something that can manipulate lines/vectors (I use photoshop), then it shouldn't be too difficult. Regardless of the resolution, it's stick figures; you would essentially be making the skeleton of the animation which can be detailed later on (just like working with 3D models).

As far as programs and 3D models, I can't help there; I'm just not good with those.
Last Edit: April 12, 2012, 08:46:53 pm by Niitris
Re: .hack//2D - a dot hack fighting game
#7  April 12, 2012, 08:49:04 pm
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I found a good 3D model program (that's actually a Steam game) and it worked. I took lots of screenshots and am working on them in Photoshop as we speak. It's way better than just stick figures.
Re: .hack//2D - a dot hack fighting game
#8  April 18, 2012, 01:59:28 am
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This looks tight!
Re: .hack//2D - a dot hack fighting game
#9  April 23, 2012, 02:52:15 am
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You really don't need that level of shading on sprites like this.

Not only is it bad from an artistic standpoint - much of it is "pillow shading", a term for when the light colours start in the middle and get darker towards the edges in every direction, without much in the way of light coming from a direction, that generally (certainly in this case) makes the sprites look "puffy" and not at all natural.

But, it also looks like it would make the spriting process take much longer for the sheer amount of colours being used here - look again at Arc System's games, they rarely use much more than three shades of colour on their sprites: the base colour, a dark colour for shadowed areas and a single colour in-between the light and shadow, usually to make the transition between the two less harsh or shading small areas. Occasionally, if something's really shiny it would get a bright highlight colour too - take Ragna's metal doodads and belt buckles. Even Arc, professionals, do it simple.

Last Edit: April 23, 2012, 03:04:58 am by The 100 Mega Shock!
Re: .hack//2D - a dot hack fighting game
#10  April 23, 2012, 05:37:15 pm
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The sprites have potential, but yeah, still needs work.
if I were you, I'd repost them in the Graphics section to get feedback on the looks themselves, before continuing with attacks and animations. As said, pillow-shading doesn' t look nice here. Plus, it adds a lot of work to shade sprites like that.
Re: .hack//2D - a dot hack fighting game
#11  April 26, 2012, 03:55:01 pm
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Shadows on legs are totally wrong, you should observe work of shadows more.

Pi's stance looks impossible, how can you keep jumping like that on high heels?