The sheet contains 12 unique frames and one copy. Frames are:
1-9 Raise bow and aim
10 Loose arrow
11-13 Grab new arrow
5-9 Aim new arrow
10 Loose new arrow
And so on...
Updated thrust animation:
The staff would probably look better if it were longer, but that would require a 128x128 grid or similar, like daneeklu is talking about. I might create such a thing later.
I didn't take my own advice and experimented with a two handed "thrust" animation. Might work for "give" too. It is kind of useless by itself since it is unlikely anyone will make clothes and stuff for it. Anyway, here it is with a small staff thing:
It also includes some "raise weapon" frames, here demonstrated along with "walkcycle" I think those frames are necessary to transition from walk/stand to "thrust".
Here they are if anyone wants to use them for something. The thrust animations are the last four, the first four are "raise weapon". There are some frames that are used two times, so they are identical. If some markup system were to be used to join frames into animations, those frames could be cropped out to save space.
Oh, and if someone wants a "lower weapon" animation like the "raise" from the thrust animation, just play "raise" backwards and it should look fine. I didn't bother demonstrating it.
@Sir Spummington, I like your interior tiles, but maybe the lower one has a bit of low contrast?
@Sir Spummington, Nice tiles, maybe you could make the stripes on floor or wall go in different directions though? I think that would make them contrast better.
@daneeklu, Vegetables looks great, maybe some more drop shadows from them would be a good addition?
I made some progress on skeleton hurt, slash and spellcast:
I also tried making a sword slash animation. I don't think I succeeded very well though. It is kind of hard to figure out how they were meant to work by looking at the base character asset sprites.
On IRC I got the suggestion to use an offset of the sword from the character sprite to give more room for the sword. I'm not sure that is allowed by looking at the style guidelines. It would certainly make it harder to use the sprite in a game.
Instead of working more on the sword problem I started working on a zombie sprite:
@cemkalyoncu: Glad you like.
I made a slash animation for it too :) Dagger might be a bit boring. Perhaps some speed blur would make it look better.
Nushio posted an older version of my clothed archer animation from IRC, here is the latest:
Pretty much all the different parts are recolorable/removable/reusable since they are on separate layers/images.
I finished the archery animation:
The sheet contains 12 unique frames and one copy. Frames are:
1-9 Raise bow and aim
10 Loose arrow
11-13 Grab new arrow
5-9 Aim new arrow
10 Loose new arrow
And so on...
Updated thrust animation:
The staff would probably look better if it were longer, but that would require a 128x128 grid or similar, like daneeklu is talking about. I might create such a thing later.
@daneeklu and C.Nilsson, Very nice work as usual!
I didn't take my own advice and experimented with a two handed "thrust" animation. Might work for "give" too. It is kind of useless by itself since it is unlikely anyone will make clothes and stuff for it. Anyway, here it is with a small staff thing:
It also includes some "raise weapon" frames, here demonstrated along with "walkcycle" I think those frames are necessary to transition from walk/stand to "thrust".
Here they are if anyone wants to use them for something. The thrust animations are the last four, the first four are "raise weapon". There are some frames that are used two times, so they are identical. If some markup system were to be used to join frames into animations, those frames could be cropped out to save space.
EDIT: Updated the image, see later post.
I started on a bow animation:
Animation sequence is: Raise bow, aim, fire, reach for arrow, aim, fire
Oh, and if someone wants a "lower weapon" animation like the "raise" from the thrust animation, just play "raise" backwards and it should look fine. I didn't bother demonstrating it.
@Sir Spummington, I like your interior tiles, but maybe the lower one has a bit of low contrast?
New attempt
Too dark maybe? I tried making the rib cage move but it didn't look very good.
@Myckel, thanks, that is a good suggestion!
I agree with Clint Bellanger, there are already 94 frames just to cover the male character asset (four directions for walk, slash, spellcast, hurt)...
@Clint Bellanger, glad you like!
@artisticdude, I like the dress!
@Sir Spummington, Nice tiles, maybe you could make the stripes on floor or wall go in different directions though? I think that would make them contrast better.
@daneeklu, Vegetables looks great, maybe some more drop shadows from them would be a good addition?
I made some progress on skeleton hurt, slash and spellcast:
I also tried making a sword slash animation. I don't think I succeeded very well though. It is kind of hard to figure out how they were meant to work by looking at the base character asset sprites.
On IRC I got the suggestion to use an offset of the sword from the character sprite to give more room for the sword. I'm not sure that is allowed by looking at the style guidelines. It would certainly make it harder to use the sprite in a game.
Instead of working more on the sword problem I started working on a zombie sprite:
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