Thanks for the heads up. I vaguely remembered that one, but hadn't had time to track it down.
It's true that the oblique projection is a bit of an oddball in the gaming, and not seen much today. There's a technical definition, but it's not exciting. It can kind of overlap with isometric; if you rotate these 45 degrees you'll get something isometrish, anyway.
One thing I might suggest is making the back leg darker in the run animation. Just removing the brightest shade can make it a lot easier to distinguish which leg is which, which improves readability a lot.
Sure, use it if you'd like. But you might want to do some more tweaking and playing around with it, since I didn't spend much/any time optimizing it. Plus, it's fun =D
Thank you for linking me. I really like how you implemented it--the style of animation really works with the overall aesthetic. I am really looking forward to this game.
I really like the initiative you've taken on this, and you're off to a good start. Still, I think that you might want to step back for a moment and examine the character before diving full tilt into animation. I think you can get the pixels to do more for you than they are now. Currently, there are a few issues:
banding/pillow shading: this is essentially when you have your colors sort of band along the contours of an outline. It doesn't usually do much to convey depth, and because of the pixel placement it can cause lines to be percieved in an image. The best resource on this that I know of is here, though it does ramble some: http://wayofthepixel.net/index.php?topic=8110.0
Generally, it's a good idea to step back and think about where your light is coming from, and how specifically it would fall across the character.
Colors: your colors are a bit lacking in contrast, and the ramps are straight--that is, the blue follows a straight gradient from light blue to dark blue without any variation in hue or saturation. It's often a good idea to add some variation in that, since real life solids are affected by multiple light sources, which often have different colors).
I made an edit that incorporates some of this (in a standing pose just because it's easier to deal with)
This is kind of unwieldy--not necessarily the easiest to animate, and it's got some other issues too. But I think it illustrates some of what I was saying, anyway (mostly on the shading side, less on the colors).
It would probably be a good idea to consolodate this one with these: http://opengameart.org/content/box-variations http://opengameart.org/content/simple-box keeping things grouped like that makes it easier for people to navigate and find all relevant art for projects.
Thanks for the heads up. I vaguely remembered that one, but hadn't had time to track it down.
It's true that the oblique projection is a bit of an oddball in the gaming, and not seen much today. There's a technical definition, but it's not exciting. It can kind of overlap with isometric; if you rotate these 45 degrees you'll get something isometrish, anyway.
This thing is freakin' beautiful. Thank you for making it, and for the very permissive license as well!
http://opengameart.org/content/oga-16x16-jrpg-sprites-tiles some of these might fit the bill?
One thing I might suggest is making the back leg darker in the run animation. Just removing the brightest shade can make it a lot easier to distinguish which leg is which, which improves readability a lot.
I really like how this is turning out, Great job!
It's looking good! I think you definitely improved on my version of the hat, and I'm looking forward to seeing how you tackle the rest.
Sure, use it if you'd like. But you might want to do some more tweaking and playing around with it, since I didn't spend much/any time optimizing it. Plus, it's fun =D
Thank you for linking me. I really like how you implemented it--the style of animation really works with the overall aesthetic. I am really looking forward to this game.
I really like the initiative you've taken on this, and you're off to a good start. Still, I think that you might want to step back for a moment and examine the character before diving full tilt into animation. I think you can get the pixels to do more for you than they are now. Currently, there are a few issues:
banding/pillow shading: this is essentially when you have your colors sort of band along the contours of an outline. It doesn't usually do much to convey depth, and because of the pixel placement it can cause lines to be percieved in an image. The best resource on this that I know of is here, though it does ramble some: http://wayofthepixel.net/index.php?topic=8110.0
Generally, it's a good idea to step back and think about where your light is coming from, and how specifically it would fall across the character.
Colors: your colors are a bit lacking in contrast, and the ramps are straight--that is, the blue follows a straight gradient from light blue to dark blue without any variation in hue or saturation. It's often a good idea to add some variation in that, since real life solids are affected by multiple light sources, which often have different colors).
I made an edit that incorporates some of this (in a standing pose just because it's easier to deal with)
This is kind of unwieldy--not necessarily the easiest to animate, and it's got some other issues too. But I think it illustrates some of what I was saying, anyway (mostly on the shading side, less on the colors).
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