Well it's working for you. That's a pretty nice work-flow you've got there. It's so great to have everything streamlined for you. That kicks the crap out of spriting everything manually. Trust me, I know how that is and it sucks! I'll be yelling "Kakashi" like Shantner's "Khaaan!" after this. XD. What's interesting here is that you are taking the various parts out, color-reducing them and then placing them back. I'd think for such a simple design, that something like that wouldn't be necessary. It's possible to posterize the entire sprite as well in Photoshop which might get you a certain look as well. The only drawback I can see from that is that you already have sprites, so if it comes out different from that, it wouldn't work too well.
Алексей said, October 28, 2014, 04:06:47 pmWell it's working for you. That's a pretty nice work-flow you've got there. It's so great to have everything streamlined for you. That kicks the crap out of spriting everything manually. Trust me, I know how that is and it sucks! I'll be yelling "Kakashi" like Shantner's "Khaaan!" after this. XD. What's interesting here is that you are taking the various parts out, color-reducing them and then placing them back. I'd think for such a simple design, that something like that wouldn't be necessary. It's possible to posterize the entire sprite as well in Photoshop which might get you a certain look as well. The only drawback I can see from that is that you already have sprites, so if it comes out different from that, it wouldn't work too well.Well thanks! I was not even aware of the Posterize function.That will definitely come in handy, but it doesn't help in this case because I need to filter the colors down to specific preset values, to allow alternate palettes.
altoiddealer said, October 28, 2014, 04:55:50 pmWell thanks! I was not even aware of the Posterize function.That will definitely come in handy, but it doesn't help in this case because I need to filter the colors down to specific preset values, to allow alternate palettes.Right, I figured as much. You might as well keep things consistent. Those nitpickers will surly notice otherwise XD. I have similar routines in photoshop that I use for quickly indexing lots of frames. It's all about efficiency.
So I did decide to use the more exaggerated motion for this anim. Also, after fiddling around in my 3D software for a bit, I figured out how to deform his body and thus make things a little less rigid.I asked over in the Development Help forum whether it was possible to use alternate Hit anims, which I was told IS possible, so I'm going to see if I can get an alternate anim for if he's hit with a minigun brandished.
Progress! Awww yeahhhh. I just need to tweak his arms to make them look more natural after he bounces
Agreed. That looks really smooth and natural. I didn't even notice the arms until you mentioned them. Your attention to detail is astounding though.
Thanks all! The next sprites I want to work on are for jumping... but just as I was with these gethits, I'm again feeling hesitation lolI want to have cool and unique jump anims, but I can't think of anything short of adding little rocket blasts as propulsion. He never actually "jumps" in the show, but I also of course don't want to keep him grounded, or make him a fly-around character. Pretty sure I'll be settling on the blasts... as I've so far settled on his "crouch" (stand state, just 15px lower ). Speaking of which I might change that so he actually bends backwards or something, now that I know how to deform (warp) my 3d model.
maybe him launching up can be his rocket blast but second jump can be a helicoptor on his head! (like in theme song) and/or air dashes have something else like him using a random dead/multiated body used as a propeller...which would be gory and accurate to the show. that can be fun