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Monster Rat-man for fps game of 2.5 kind

Author: 
Nmn
Saturday, September 5, 2020 - 08:37
Art Type: 
2D Art
License(s): 
CC0
Collections: 
  • 16bit FPS
  • 2.5d FPS (cc0)
  • 4 Frame Walk Cycles
  • 5/8 Directional Sprite Sets
  • CC0 Walk Cycles
  • Doom Engine Textures (Rotational)
  • doomlike
  • Dystruxor
  • FPS
  • Gonzo Space D&D
  • OpenGameArt Spring Game Jam 2022
  • prometheus 2
  • PS Tech
  • Sprite-Based retro FPS (Doom, Wolf3D etc)
Favorites: 
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Preview: 
Preview

Hello
New monster I made for my project in production I feel like sharing. Done from scratch by me.

It would be very nice if you credit me if you use it - yes I know credit is not mandatory in CC0 license, but it would be very nice.

File(s): 
ratman_paletted.png ratman_paletted.png 76.3 Kb [1022 download(s)]
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Comments

Puffolotti
joined 5 years 11 months ago
09/05/2020 - 15:39
Puffolotti's picture

You did a wonderful job, impressive pixel art.

But the term "paletted" is kinda misleading, since there isn't a clear separation between clothes, fur, eyes.

There is a palette, true that, the image is indexed, true that, this allows to create many different themes, and that's wonderful, but there is another step furthere, wich is the separation: Making sure a color slot doesn't recur in different "materials" in the sprite

The image below is an example of an attempt to change the palette to a sprite where the color ramps aren't correctly "separated"

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Nmn
joined 4 years 9 months ago
09/06/2020 - 12:14

Thanks for your input, much appreciated.

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Puffolotti
joined 5 years 11 months ago
09/06/2020 - 15:24
Puffolotti's picture

You are very welcome.
In the particular case of this rat-man the weapon firing is the same ramp as the outfit, changing the outfit's color will change the flame.

If you draw sprites from scratch, separating the default palette is a 10 minutes work that will add a lot of value to your sprite.

Now, devising a method to do that might require a lot of learning by doing, and is a perfect example of something that sounds simple but it isn't as immediate as it sounds.

Sorry in advance if i'll sound tedious or if i'm talking about stuff you already figured out by yourself, but perhaps it will spare you stumbling into some dead-ends.

First drawing:
I think the example below is rather self explanatory, but to avoid the risk of using a color that should go to the hood (I.E) on the trousers (I.E.) or vice-versa the trick is simply to set the ramps obviously different when drawing and then apply the final palette when the sprite is to be printed.

Second drawing:
I'm sure you already figured that out by yourself, but if you work with ramps that are very similar to each other, something funny is bound to happen.

Third drawing (It's rather obvious, but I used your own sprite for this example):
Of course it is not mandatary to separate trousers from jacket or backpack from boots, it's up to you to decide, but in order to allow customization it might be a good idea to separate things like fire, elettricity or ice from the sprite, to make sure that swapping the palette won't affect such things.

Fourth drawing:
In raster pixel art, when working with more than 15+1 colors, it is generally acceptable to reserve one or more ramps for special effects and use it for the highlights caused by said special effect.
For your information, your sprite uses 165 colors, this means with a planned palette you could reserve 90 colors to add fire, elettricity, ice, ectoplasm and so on.

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Boingo the Clown
joined 7 years 3 months ago
09/30/2020 - 05:05

By "palette", I am sure he just meant the the sprites use a 256 colour palette, specifically the palette used by DooM, as opposed to a true colour image.

Since the character is more or less made to work with DooM, it only makes sense that they be made using the DooM palette.

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Nmn
joined 4 years 9 months ago
10/03/2020 - 11:48

Exactly, Boingo.

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