lol, Stanley. fwiw your animation technique kicks the absolute shit out of mine
He is meant to be a placeholder for a customizable player avatar in a multiplayer setting. I don't want a lot of detail or character under those circumstances. He should remain simplified to some extent.
As far as I'm aware, having developed a multiplayer game with customisable characters, players are into customisations because of the character that they imbue. Just something to be aware of.
2) You used a huge number of shades to draw those details, (for dynamic lighting)
You uh, might want to count the number of shades I used before saying I basically painted the thing - I grabbed your sprite, colourpicked for the base work (reshaping the hair, rescaling details) so it would be at the same colour restriction level, and brought one of the hair shades down to join in with the skin palette, then pulled the colours around and cleaned things up.
The trick is making it look like you've used lots of colours when you haven't
If you want dynamic lighting with any sort of direction, an "unlit" base is also significantly better than one with weak directional lighting that isn't top-lighting (to make the silhouettes pop). If you're just going to add a multiply colour over the sprite (using vertex colours or whatever) then it really doesn't matter, some of the sprites in KAG are top/right lit (if they dont rotate), some are front-lit if they do; the darkening of the sprites doesn't interfere with that information.
Thanks for the feedback.
No worries, you might want to take a harder look at it though. Just trying to help you out before you do a heap of rework and then realise "hold on, these sprites are pretty average".