Use an art program that can do something like a "worldwide" flood mode, and this shouldn't be much of a problem. I use Paint.net personally and it works just fine.
To be honest, I don't like the 4x width for this size. But one of the things you can do with modern systems is actually have a real stance for characters and their idle animations. Have one foot forward, one back. You can mess with it however you want and it'll look cool especially if different characters have different stances.
Wrt the bowleggedness - if you gave everyone huge bowlegging and had a giant RPG world... no one would actually see bowlegged because everyone is "bowlegged". Your art would just be that way. Don't worry about the one sprite, worry about the collection of sprites. The cool thing about RPG sprites like this is that you establish a system and visual language, and eventually you use it to describe each of the characters. I mean, if that wasn't a thing, it'd be really awkward that he has a giant head and hands and generally has totally f'd proportions.
Shrike's got you pretty much covered. I mostly did this for practice, but I think limiting your color output can really get more out of your limited space.
I took out the skintone highlight because it was essentially white. If you zoom in on the palette you'll see they're almost identical. The shadowing on the face also took up a lot of vertical space, and that vertical space, especially on low things like the chin, is a priority if you want things looking down. Making that highlight bigger and pulling it down also directs his face away from the player and more towards the bottom of the playfield.
The rest of the image is a hodgepodge. You could interchange a lot of what Shrike does for what I did. I like to imagine drawing ovals of stuff, coloring in the main color and shadows. Remember that the core shadow is the darkest, and it's right next to the main lit color! Shrike missed that under the knee, but whatever, my paints look funny because they're way overlit. Also, uh, look at how nicely Shrike angles the legs. The darkening he used only near the top is a nice way to make the legs look more angled out which gives the character a more dynamic pose.
Ok. Can we get a moderator to sort this? #FemaleLinkJam is important to me, so I'd like to sort out rules out quickly and find a different host if this is not OGA's jam. Thanks.
re: BenMcLean
Use an art program that can do something like a "worldwide" flood mode, and this shouldn't be much of a problem. I use Paint.net personally and it works just fine.
These are great! Keep up the good work!
I'm unsure. Any license gurus here?
Thanks @samsonmillion. What kind of assets do you need? Zelda Dungeon stuff?
Link out, Notlink in. Let's put this back up, ok?
To be honest, I don't like the 4x width for this size. But one of the things you can do with modern systems is actually have a real stance for characters and their idle animations. Have one foot forward, one back. You can mess with it however you want and it'll look cool especially if different characters have different stances.
Wrt the bowleggedness - if you gave everyone huge bowlegging and had a giant RPG world... no one would actually see bowlegged because everyone is "bowlegged". Your art would just be that way. Don't worry about the one sprite, worry about the collection of sprites. The cool thing about RPG sprites like this is that you establish a system and visual language, and eventually you use it to describe each of the characters. I mean, if that wasn't a thing, it'd be really awkward that he has a giant head and hands and generally has totally f'd proportions.
Shrike's got you pretty much covered. I mostly did this for practice, but I think limiting your color output can really get more out of your limited space.
I took out the skintone highlight because it was essentially white. If you zoom in on the palette you'll see they're almost identical. The shadowing on the face also took up a lot of vertical space, and that vertical space, especially on low things like the chin, is a priority if you want things looking down. Making that highlight bigger and pulling it down also directs his face away from the player and more towards the bottom of the playfield.
The rest of the image is a hodgepodge. You could interchange a lot of what Shrike does for what I did. I like to imagine drawing ovals of stuff, coloring in the main color and shadows. Remember that the core shadow is the darkest, and it's right next to the main lit color! Shrike missed that under the knee, but whatever, my paints look funny because they're way overlit. Also, uh, look at how nicely Shrike angles the legs. The darkening he used only near the top is a nice way to make the legs look more angled out which gives the character a more dynamic pose.
Anyways, good luck.
let's get a mod in here and they can tell me what they want to happen w/ the female link sprite.
Ok. Can we get a moderator to sort this? #FemaleLinkJam is important to me, so I'd like to sort out rules out quickly and find a different host if this is not OGA's jam. Thanks.
Aww shrike, why you gotta hate?
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