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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 1Bichatse! [Final]
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Sar
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« on: October 25, 2009, 12:30:04 PM »

Final Zip Archive of Pieces - tofumochi.zip [2.7Mb]



Archive consists of 35 parts, all in left-facing and right-facing variants (hint: do all your lighting directly from above to avoid having to do this); each part is a PNG of the same size, intended to be layered over each other in roughly this order:

[Top]
Front-clothing
Fronts
Hair/facial-hair
Head
Torso-clothing
Torsos
Leg-clothing
Legs
[Bottom]

The 'fronts' are pieces which overlap other parts (e.g the face) and need to be pasted over the top - like the throwing arm.

All sprite parts are shades of grey, starting at white and fading down to ~75% grey - the intent is that you can re-colour them easily at runtime, for example by colouring the polys you draw them with in OpenGL. I cheated and used Photoshop's HSV 'Colourize' tool for the example above, and personally I don't see why that shouldn't be allowed in part 2, but I think the letter of the rules written so far forbid it.


(Oh, and I realised too late to change it that I got the frame order for the climbing frames totally out of place on the sheet. The animation should go something more like [1,2,4,3,4,2], counting the climbing frames as 1, 2, 3 and 4 from left to right. But that's probably obvious.)







Earlier post:

So, I was messing about with some animation, today, hopefully I'll do some more with it later:

Example Animations



Example Modular Sheets
This is the kind of effect I'm aiming at, the idea is to have several different sets of clothing and accessories that can be mix-and-matched [unfortunately, I didn't finish all these clothing pieces in the end - about half of them]:


This is the breakdown of the parts of the walk animation:




(Background grey inserted so the white character is actually visible over the forum background...)


(Also, I'm stupid for saving them as GIFs when they should obviously be PNGs, but they're saved and uploaded now, and the final sheets will be bigger with more frames anyway, so there's no point re-doing them now.)

Example completed sprite sheet - "Mr Tofumochi":


(This is in layers in PS for the separate body parts as above, but it would take up huge amounts of screen space to show the layers separately... I guess I'll just zip them up to distribute in the end.)
« Last Edit: November 30, 2009, 01:14:43 PM by Sar » Logged

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« Reply #1 on: October 25, 2009, 12:43:59 PM »

Mind blowingly amazing, Sar. Already looks great!
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falsion
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« Reply #2 on: October 25, 2009, 02:54:16 PM »

What did you make these in? Some kind of 3D modeler or are they hand drawn?
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Kaworu Nagisa
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« Reply #3 on: October 25, 2009, 03:11:10 PM »

Absolutely lovable creature  :D
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Sar
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« Reply #4 on: October 25, 2009, 03:58:05 PM »

What did you make these in? Some kind of 3D modeler or are they hand drawn?

Hand-drawn; I sketched them out with lines, then painted over them... much larger than those GIFs, they're quite scaled-down.
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« Reply #5 on: October 25, 2009, 04:46:02 PM »

I am wowed good Sar
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falsion
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« Reply #6 on: October 25, 2009, 05:05:39 PM »

What did you make these in? Some kind of 3D modeler or are they hand drawn?

Hand-drawn; I sketched them out with lines, then painted over them... much larger than those GIFs, they're quite scaled-down.

They're really impressive. I never really thought of making animations that way. Beer!
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Ivan
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alright, let's see what we can see


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« Reply #7 on: October 25, 2009, 08:15:14 PM »

Yes, please continue with this.

I would love to make a high-rez platformer with these.
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Ivan
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alright, let's see what we can see


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« Reply #8 on: October 30, 2009, 12:56:40 PM »

Please make more of this.  Beg
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Sar
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« Reply #9 on: October 30, 2009, 02:51:05 PM »

Please make more of this.  Beg

Oh, I plan to! The idea is to have sets of clothes and faces with the same animation poses, so people could mix-and-match to make a variety of characters.

My girlfriend's been over the last few days and has needed driving to job interviews and so on, so I've been held up, but I'll definitely get back to the little guy.



(And of course, I'll put proper sprite sheets up for everything I've done by the end of the period.)
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Ivan
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alright, let's see what we can see


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« Reply #10 on: October 30, 2009, 03:08:25 PM »

*aaapppchhhoooenvironmentstuffoooooo*

Oh, excuse me, must be a draft in here.
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Sar
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« Reply #11 on: October 30, 2009, 04:55:13 PM »

*aaapppchhhoooenvironmentstuffoooooo*

*coughmaybelater*

For now, a couple of animation starts, and a demo/test of what I want to do with the sprites by the end of the session:



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« Reply #12 on: October 30, 2009, 04:58:56 PM »

Amazing, love the different outfits.
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« Reply #13 on: October 30, 2009, 05:23:16 PM »

Outfits are hilariously awesome. CONTINUE.
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Sar
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« Reply #14 on: October 31, 2009, 04:17:06 AM »

So, hey - I'm trying to make the guy as flexible as possible, and I currently have the following animations at least sketched out:

walking
climbing a ladder (facing away)
jumping
pushing
pulling
throwing
punching
kicking
carrying
holding rifle
falling and dying

Presuming that all these are done in both left and right directions, are there any other generic actions people might find useful? Of course, one advantage of the simplicity of the character is that animations can be borrowed for purposes other than their original intent quite easily, so the 'throw' could also be used for a whip-crack, the 'punch' could be given a pistol in-hand, one of the frames for the 'push' could become 'leaning against something wearily', etc.
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« Reply #15 on: October 31, 2009, 07:24:06 AM »

Maybe some stuff for cutscenes.

shrugging
nodding
shaking the head
being taken aback/surprised
sitting in a chair
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« Reply #16 on: October 31, 2009, 10:20:39 AM »

possibly pixel over it, it's just a base, really...

Please focus on the hi-rez first... There's quite a lot of pixel art so far as it is. Smiley

walking
climbing a ladder (facing away)
jumping
pushing
pulling
throwing
punching
kicking
carrying
holding rifle
falling and dying

Whatever comes to my mind, for your inspiration:
sprinting
crawling
carrying (in front and overhead)
lifting -> carrying
swinging (like a sword or stick)
swimming
low-recoil hit
big-recoil hit *paff!!*
"activating" something (like pushing a button at chest-level)
flipping a switch (big left-to-right floor switch)
skidding to a stop
turning around (like, if he is facing left, and I give right a gentle tap)
talking (a couple head positions?)

I could imagine this guy in something a bit slower-paced (like a point-and-click), so a few blend animations like turning around would be hot. Regardless, I'm loving this character!!
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Ivan
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« Reply #17 on: October 31, 2009, 11:59:08 AM »

running and talking (not at the same time)
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« Reply #18 on: November 04, 2009, 11:59:11 AM »

OK, I was probably deliberately avoiding a 'running' animation... ;-)

Just to prove I'm still alive here's a couple of sketches for punching (I'm aware it's weak, but I'm not convinced it needs fixing), kicking, nodding [or headbanging...], shaking and running:

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« Reply #19 on: November 04, 2009, 12:19:19 PM »

 Kiss
I read him as a private eye type character until I saw the bullwhip, but I guess he's pretty versatile.

As punching is one of my hobbies (kinda...heh) I was about to comment on that one, maybe make it more of an uppercut so it flows from the idle? Like you say though, not that vital.

Will there be various version of the little guy with different outfits or will it be modular in some way? I just mean so that one could have a selection of NPCs built on the same format. I've no idea if this is feasible...
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