Hello, i just added the left handed version of Rainbird, you'll find it in the files.
About the dudes, i'm afraid i didn't save their shapes, or in other words, if they are in one of my hard disk, retrieving them counting on luck would be more time consuming than creating new characters that look like the one you asked... I will prepare some collections, including the one you suggested. It will take some time to organize the nesting.
Hello and thank you, i'll try to help as much as i can.
many cels from the mustermann template are in this sequence, i had to remove some of them because the final size of the file is at the very limit of what my biggest computer can manage.
So it would be faster to apply a mustermann sequence of this character, you can find it in the files attached below.
I'd published a high resolution version. Let me know if you need a scaled down (cale 1:2) version.
Also, i didn't edit those renders, but it shouldn't be difficult to apply the last corrections.
I can't find the non-cartoonish model in that hard disk, it is possible i didn't save it, at all.
A.S.A.P. i'll create another as similar as possible with both sequences, hope it will help.
Actually, beside being quite busy, in those weeks, i'm planning to add hairs and bombenhagens physics.
In my knowlede Aseprite is hands down and by far the best modern tool for pixel art, and an ideal standard to migrate to heavier software.
A rant about freeware graphic editors:
Freeware tools are in general kinda unfriendly, and the purpose behind their creation detours a lot from any concept of universal standard, the effort to be "innovative" or downright "Punk" kills the functionality.
Perhaps in 09/2020 i'm wrong, perhaps something good has came out in the last 2 years, and i still haven't heard about that; I don't know.
I kinda gave up looking for a freeware tool for pixel art i could honestly recommend.
Of course if one follows the tutorials the various krita, Gimp, and so on, they work to a certain degree, and with some fiddling it is certainly possible to wrestle some decisions from the program, but they simply aren't made by developers that listen to the users.
But in a freeware program, having to look in the manual to find a procedure that is unique to that program, it requires 3 dialogs and 5 clicks in order to replace a color... Is terribly wrong, if the target is somebody that doesn't have 20$ in their pocket. The knowledge aquired by fiddling with those programs is nearly useless outside the program.
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.
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"
Hello, i just added the left handed version of Rainbird, you'll find it in the files.
About the dudes, i'm afraid i didn't save their shapes, or in other words, if they are in one of my hard disk, retrieving them counting on luck would be more time consuming than creating new characters that look like the one you asked... I will prepare some collections, including the one you suggested. It will take some time to organize the nesting.
Hello and thank you, i'll try to help as much as i can.
many cels from the mustermann template are in this sequence, i had to remove some of them because the final size of the file is at the very limit of what my biggest computer can manage.
So it would be faster to apply a mustermann sequence of this character, you can find it in the files attached below.
I'd published a high resolution version. Let me know if you need a scaled down (cale 1:2) version.
Also, i didn't edit those renders, but it shouldn't be difficult to apply the last corrections.
I can't find the non-cartoonish model in that hard disk, it is possible i didn't save it, at all.
A.S.A.P. i'll create another as similar as possible with both sequences, hope it will help.
Actually, beside being quite busy, in those weeks, i'm planning to add hairs and bombenhagens physics.
Amazing job, simple and therefore light, yet very captivating.
In my knowlede Aseprite is hands down and by far the best modern tool for pixel art, and an ideal standard to migrate to heavier software.
A rant about freeware graphic editors:
Freeware tools are in general kinda unfriendly, and the purpose behind their creation detours a lot from any concept of universal standard, the effort to be "innovative" or downright "Punk" kills the functionality.
Perhaps in 09/2020 i'm wrong, perhaps something good has came out in the last 2 years, and i still haven't heard about that; I don't know.
I kinda gave up looking for a freeware tool for pixel art i could honestly recommend.
Of course if one follows the tutorials the various krita, Gimp, and so on, they work to a certain degree, and with some fiddling it is certainly possible to wrestle some decisions from the program, but they simply aren't made by developers that listen to the users.
But in a freeware program, having to look in the manual to find a procedure that is unique to that program, it requires 3 dialogs and 5 clicks in order to replace a color... Is terribly wrong, if the target is somebody that doesn't have 20$ in their pocket. The knowledge aquired by fiddling with those programs is nearly useless outside the program.
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.
Great job!
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"
Really nice!!
WOW! So elegant, and they all have an outstanding impact!
It is so cute that i don't want to see it's gethit actions or deaths
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