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Equipment and clothing

Posted by O-san, 26 August 2011 · 111 views

Been doing some artwork to be used with the new player graphics system. Lots of tedious repeating, making sprite sheets for different equipment and weapons. Trying to get the different layers sort correctly.

Right now I have eight different animations for the main character:

- Idle
- Walk
- Run
- Jump
- Combat posture
- Attack swing
- Parry
- Death

All these will need to have copies for different equipment, swords, axes, trident, knives and so on.. I will probably end up with even more animations in the end also, ugh. I need to hire a monkey. This is what the player will look like with the starter clothes/armor:
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A basic leather west, white shirt and some red pants. I'll probably re-use equipment that share nearly the same stats. Like a sword that does 5-10 damage will look the same as a sword that does 6-12 damage. A unique excellent sword will have a different look though, maybe bright pink ;-)

Thanks for reading!




The character reminds me a lot a paladin from Diablo II :)
Looks really good
Does look awesome but the amount of work involved in creating your sprite sheets sounds scary. It would kill the project for me.

I know you are more a 2D artist but have you considered maybe making 3D models for the main characters then baking the animations into sprite sheets using some kind of automated process?
Karei: Thank you, I'm a big fan of Diablo II also :)

Aardvajk: The character is a rendered Blender model, sorry if there was any confusion. I do enjoy 2D graphics but the amount of frames needed for the characters were just too much :( The backgrounds are hand drawn though. I hope I am going to be able to pull off a reasonably coherent visual style.

Never the less I find the character creation process rather repetative. I'm using imagemagick, a cmd prompt utility program to stitch the individual frames together. I still have to manually edit the final sprite sheet to conform it to my needs; I add an edge border around each sprite to prevent black pixels from bleeding into the sprite (bilinear artifact). I also edit the alpha channel in some special cases. This has to do with sorting when I render the sprite with alpha transparency (the character is 50% alpha blended when behind an obstacle).
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