Alright, I got them done now! I decided to use three separate palettes for these three variations.
"Shortknot":
Or "Short Topknot." I made this Dark Blonde. The ponytail was copied directly from Ponytail and Ponytail2. I tried creating my own custom ponytail but it was too symetrical and didn't look very good, so I used the Ponytail from those two to make a better looking one.
"Longknot":
Or "Long Topknot." This one is a longer ponytail, about mid-back. Most "long" hairstyles are about mid-back, so I kept up the style. Technically its only down to the shoulders; however, if this wasn't put up it would be about mid-back. I'm trying to keep it consistent.
For this one, I used "Light Blonde 2." Light Blonde just didn't quite work for one of my characters, so I used "Light Blonde 2" to fit my character Maya.
"Xlongknot":
Or "Extra Long Topknot." Personally I'd have preferred renaming the "Long" hairstyles to "Medium," but I'm going with what's already set in stone, so I decided to name ankle-length hairstyles "Xlong" or "Extra Long."
This one specifically is the topknot I really wanted to make, as its the style used for my character Relm. Naturally, I used the "Ruby Red" palette, which was picked off directly from her artwork I commissioned.
I love the first two, and sadly, I don't love the third one. I think its decent, but I also think it needs touching up a bit. But, I'm putting this up for now.
If possible I'm going to try and do a new "Curly" hairstyle later, based on my own hairstyle (because, again, I wanted to create an LPC sprite of me that I could use as an avatar). Can't guarantee I'll get it done today, though.
As per usual, suggestions/feedback/critiques are welcome.
I was making that mistake before. I was trying to do new recolors but most of the default hairstyle's palettes were missing the lightest color. I went through and fixed every single existing hairstyle so the lightest color was there (where appropriate, of course), and added the "fall" animations.
I've now finished up Shortknot and Longknot (Short Topknot and Long Topknot), respectively. I'm going to go and finish up XLongknot and then post all three of them up.
I'm not going to add these new hairstyles as new art entries until the positioning/recolor script is fixed, though. Until then additional feedback is welcome and I'll tweak the hairstyles if I get any suggestions.
I figured someone would comment on the palette. This is the "default" LPC palette, and actually, it IS six colors. Its just that in the default palette the lightest color isn't much lighter than the second-lightest so its hard to notice.
I think some time ago, the various colors in the palette got mixed up. Joe White and I were working on trying to correct this and I found a mid-palette color that looked decent, but he ended up using a different one because it was used more often in the palettes. So I went with using the same palette he did instead.
Either way, it doesn't matter much. The "default" LPC palette won't be used often really. Joe White's script will take these basic sprites and recolor it into all the other palettes. I think there's still a couple of minor bugs he's working out, but that's just about done.
Now, I will note that for the "Jewfro" style, its only using six colors. The reason is that the colors are constantly switching around so rapidly that I couldn't really find any place to do the lightest colors. Not all hairstyles need all six colors in the palette, and that's one I found difficult to include the lightest color. I can try and include it if you really want me to.
So I've updated the Topknot now, finishing all four directions:
I definitely think the back of the hair looks way better than my original plan, though I still have mixed feelings on it. I think these are pretty decent for the base hairstyle now, though. I'm not going to do the fall animations yet, but I will work on finalizing the ponytail designs.
For the first two ponytail designs I'll just grab ponytails off of existing hairstyles, and then I'll create a longer one as well.
If anyone sees this, feedback would be appreciated! Thanks! I'd love to know how I'm doing here.
Some of those more recent screenshots look very, very good compared to the earlier ones. The earlier ones generated decently, but had a lot of conflicting sprite pieces right next to each other. The improvements are very impressive.
At this rate it doesn't look like it'll be ready by March, but it'd be interesting to see an update. This makes me hopeful of figuring out how to get Tiled working with RPG-JS and getting my game engine built out!
How could I have missed this topic? Seriously, those spiders look epic. I just fav'd them. ^^
Personally, I'd like four-directional deaths myself (on all sprites) but just one is fine for the moment. For example, on the character sprites, I planned to use full map animations (I won't use separate battle sprites at all) and I think it'd be neat having characters and monsters/beasts (I won't use the term "monster" in my series) fall down in the direction they are currently pointing.
Of note, I like the idea of Golem next, too. The Ice Golem looks cool, though eventually I'd like to see a stone/lava golem (well, it'd be a "stone" golem with lava basically acting as veins). The first form of the final boss for one of my games I have in mind is a lava golem (at least the outside anyway...) If others are made I may use them elsewhere, too, though.
I don't plan to do a sidescrol platform game right now, but I do have an idea for one later on, so I'll definitely keep my eye out on this one.
I should be able to use one of these for my level up sound effects, great job.
This is great actually, I plan to have books available in my game so I may be able to use these.
Alright, I got them done now! I decided to use three separate palettes for these three variations.
"Shortknot":
Or "Short Topknot." I made this Dark Blonde. The ponytail was copied directly from Ponytail and Ponytail2. I tried creating my own custom ponytail but it was too symetrical and didn't look very good, so I used the Ponytail from those two to make a better looking one.
"Longknot":
Or "Long Topknot." This one is a longer ponytail, about mid-back. Most "long" hairstyles are about mid-back, so I kept up the style. Technically its only down to the shoulders; however, if this wasn't put up it would be about mid-back. I'm trying to keep it consistent.
For this one, I used "Light Blonde 2." Light Blonde just didn't quite work for one of my characters, so I used "Light Blonde 2" to fit my character Maya.
"Xlongknot":
Or "Extra Long Topknot." Personally I'd have preferred renaming the "Long" hairstyles to "Medium," but I'm going with what's already set in stone, so I decided to name ankle-length hairstyles "Xlong" or "Extra Long."
This one specifically is the topknot I really wanted to make, as its the style used for my character Relm. Naturally, I used the "Ruby Red" palette, which was picked off directly from her artwork I commissioned.
I love the first two, and sadly, I don't love the third one. I think its decent, but I also think it needs touching up a bit. But, I'm putting this up for now.
If possible I'm going to try and do a new "Curly" hairstyle later, based on my own hairstyle (because, again, I wanted to create an LPC sprite of me that I could use as an avatar). Can't guarantee I'll get it done today, though.
As per usual, suggestions/feedback/critiques are welcome.
I was making that mistake before. I was trying to do new recolors but most of the default hairstyle's palettes were missing the lightest color. I went through and fixed every single existing hairstyle so the lightest color was there (where appropriate, of course), and added the "fall" animations.
I've now finished up Shortknot and Longknot (Short Topknot and Long Topknot), respectively. I'm going to go and finish up XLongknot and then post all three of them up.
I'm not going to add these new hairstyles as new art entries until the positioning/recolor script is fixed, though. Until then additional feedback is welcome and I'll tweak the hairstyles if I get any suggestions.
I figured someone would comment on the palette. This is the "default" LPC palette, and actually, it IS six colors. Its just that in the default palette the lightest color isn't much lighter than the second-lightest so its hard to notice.
I think some time ago, the various colors in the palette got mixed up. Joe White and I were working on trying to correct this and I found a mid-palette color that looked decent, but he ended up using a different one because it was used more often in the palettes. So I went with using the same palette he did instead.
Either way, it doesn't matter much. The "default" LPC palette won't be used often really. Joe White's script will take these basic sprites and recolor it into all the other palettes. I think there's still a couple of minor bugs he's working out, but that's just about done.
Now, I will note that for the "Jewfro" style, its only using six colors. The reason is that the colors are constantly switching around so rapidly that I couldn't really find any place to do the lightest colors. Not all hairstyles need all six colors in the palette, and that's one I found difficult to include the lightest color. I can try and include it if you really want me to.
Thanks for the feedback!
So I've updated the Topknot now, finishing all four directions:
I definitely think the back of the hair looks way better than my original plan, though I still have mixed feelings on it. I think these are pretty decent for the base hairstyle now, though. I'm not going to do the fall animations yet, but I will work on finalizing the ponytail designs.
For the first two ponytail designs I'll just grab ponytails off of existing hairstyles, and then I'll create a longer one as well.
If anyone sees this, feedback would be appreciated! Thanks! I'd love to know how I'm doing here.
Some of those more recent screenshots look very, very good compared to the earlier ones. The earlier ones generated decently, but had a lot of conflicting sprite pieces right next to each other. The improvements are very impressive.
At this rate it doesn't look like it'll be ready by March, but it'd be interesting to see an update. This makes me hopeful of figuring out how to get Tiled working with RPG-JS and getting my game engine built out!
Are you sure its not this website?
http://www.gamejamcentral.com/
I searched for "24/48 hour game jam" on Google and this was the first entry.
How could I have missed this topic? Seriously, those spiders look epic. I just fav'd them. ^^
Personally, I'd like four-directional deaths myself (on all sprites) but just one is fine for the moment. For example, on the character sprites, I planned to use full map animations (I won't use separate battle sprites at all) and I think it'd be neat having characters and monsters/beasts (I won't use the term "monster" in my series) fall down in the direction they are currently pointing.
Of note, I like the idea of Golem next, too. The Ice Golem looks cool, though eventually I'd like to see a stone/lava golem (well, it'd be a "stone" golem with lava basically acting as veins). The first form of the final boss for one of my games I have in mind is a lava golem (at least the outside anyway...) If others are made I may use them elsewhere, too, though.
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