Kritter wrote:
soopakoopa wrote:
Kritter wrote:
I was imagining something like Wario Land: Shake It, with its hand drawn frames of animation and backgrounds.
That's not a bad idea, either. I'd have no idea how to go about coding my own skeletal animation system, and true hand-drawn graphics almost always look and age better than graphics that attempt to "fake" a hand-drawn animation style using skeletons anyway.
As for filesize, I can just shrink the sprites and use anti-alias;
Shake It's in-game sprites aren't actually that large in the grand scheme of things, and I want the sprites to be fairly small in comparison to the view size so that players can see what's ahead of them while flying.
At that size, it's really not much bigger than the old sprite, but infinitely more readable and nicer looking in my opinion.
Yeah, that's a pretty good example of what some in-game sprites might look like. I mean obviously they won't look EXACTLY like that, since they'll all have cell shading and will be drawn at a smaller initial scale so as to lose less initial detail when resized, but nevertheless it's pretty close.
On a different but related topic, what should I call Kiku's species? Nova Jelly was just a temporary name, and it doesn't even fit any more given her more-insectoid redesign. Some options I'm considering are:
Galaxect (A mashup of "Galaxy" and "Insect.")
Sokonaraga (A mashup/shortening of "Sokonashi no hara ga," which roughly translates to "bottomless belly moth" in Japanese.)
Rocketfly (Simple but descriptive)
Comoth (A mashup of "Comet" and "Moth.")
I'm strongly leaning towards "Sokonaraga," since I think it sounds a lot cooler than anything else I can come up with and also compliments the obvious Japanese influence on her design and name.
[quote="Kritter"][quote="soopakoopa"][quote="Kritter"]I was imagining something like Wario Land: Shake It, with its hand drawn frames of animation and backgrounds.[/quote] That's not a bad idea, either. I'd have no idea how to go about coding my own skeletal animation system, and true hand-drawn graphics almost always look and age better than graphics that attempt to "fake" a hand-drawn animation style using skeletons anyway.
As for filesize, I can just shrink the sprites and use anti-alias; [i]Shake It's[/i] in-game sprites aren't actually that large in the grand scheme of things, and I want the sprites to be fairly small in comparison to the view size so that players can see what's ahead of them while flying.[/quote]
[img]http://i.imgur.com/QlGNlvy.png[/img]
[img]http://i.imgur.com/Dbf8QYU.png[/img]
At that size, it's really not much bigger than the old sprite, but infinitely more readable and nicer looking in my opinion.[/quote]
Yeah, that's a pretty good example of what some in-game sprites might look like. I mean obviously they won't look EXACTLY like that, since they'll all have cell shading and will be drawn at a smaller initial scale so as to lose less initial detail when resized, but nevertheless it's pretty close.
On a different but related topic, what should I call Kiku's species? Nova Jelly was just a temporary name, and it doesn't even fit any more given her more-insectoid redesign. Some options I'm considering are:
Galaxect (A mashup of "Galaxy" and "Insect.")
Sokonaraga (A mashup/shortening of "Sokonashi no hara ga," which roughly translates to "bottomless belly moth" in Japanese.)
Rocketfly (Simple but descriptive)
Comoth (A mashup of "Comet" and "Moth.")
I'm strongly leaning towards "Sokonaraga," since I think it sounds a lot cooler than anything else I can come up with and also compliments the obvious Japanese influence on her design and name.