Complete komato devastator 1 for platformers or fighting games (Alt.)
First of all, this is a complete sprite, it is the result of my experiments to devise a fast way to realize pre-rendered sprites.
This means when i'll add hands to hands fighting styles or actions with various weapons, it won't be updated any further. I might correct some mistakes but in general i'm not working on this anymore. (The previews are animated.)
I will create sprites very similar to this one, but it is very unlikely that i'll update this.
For this reason there might be mistakes i overlooked and redundant cels where i'm expecting to put a breathing animation or such, but i'm confident that in the almost 6000 cels that compose this sprite there are more than enough cels to create whole characters.
Long story short...
When those experiments seem to me reasonably good, i'll publish them.
I'll label them with a " (alt.) " in the title.
This is a huge male komato devastator, wearing a classic helmet (reasonably similar to the original sprites from Daniel Remar's "Iji".)
I'm working on a huge collection with different armors and body types.
I posed and rendered a lot of addictional actions, that allows the komato to swim, to climb walls or crawl on ceilings and so on. Also i realized a wide array of different actions in order to allow the personalization of different characters with different fighting styles. In particular i created different guards, stand by, walking and leaping animations.
A developer might consider the idea to differentiate ranks or individuals by adjusting the palette. It's not perfectly separated but it should allow a reasonable deal of customization.
Once a developer has decided wich ranks to create, they might decide who can do what (I.E. berserkers can't climb walls, devastators can, annihilators can't swim, troopers can and so on.)
As said above this is a huge male, i will provide different bodytypes, to allow anyone to create a huge array of komato soldiers. (Of course, they can be robots, mutant rabbits, creatures created in a lab, resurrected dinosaurs... those sprites are inspired by Daniel Remar's komato empire, but this shouldn't limit your creativity.)
The files R$ represent the character facing right, the files L$ represent the character facing left.
Of course, if you decide to create a game you might decide to use only one set and mirror it when they turn around, or mirror the L$ files to create left-handed soldiers and double the possibility of creating many different rank with a single spriteset.
I published both the sequences (A gif file that presents the frames like a slideshow) and crude spritesheets (a huge image containing all the cels.)
Also. I think the drawing can be pretty self-explanatory, and could suggest other uses beside the intended use, (I.E. coming down with a cable or such.) but here a short explanation of the intended use for some sections of the cels and the sections.
R/L1
Platformer hands free
0-244 Actions on ceiling (Contains the action to flip over or under a platform, behind or above it)
245-370 Idle and communication
371-410 standing attacks
411-457 pistol ground
458-481 rifle throw
483-506 adler kick
507-528 rifle grab
529-620 walk
621-689 gethit
690-721 crouch actions
722-797 Air actions
798-852 pistol air
853-898 swimming-falling actions (could take pistol shooting or kick from air actions)
899-795 on wall actions (including pistol shooting)
R/L2
Platformer with gun (The throws with shotgun is in the platformer hands free section)
This section contains the frames to create sprites based on the original komato, as they were coded by Daniel Remar in Iji.
R/L3
Fighting with Hatchet. (A throw with hatchet is in the platformer hands free section)
Well, there are a lot of things i wished to say, but i tried my best to keep it short. For any question i'm here.
Comments
Would it be possible to get a render of just the skeleton to use as an animation reference?
I'll look into your request, but i can't promise much, right now.