Category Archive: Art
Subcategories: Daily Practice pixel Sightings
Finally returned to the Goblin Corps sprite set. Not much to show yet, beyond the original concepts, but here’s a quick animation test of the legs and upper body:
I think I’m just about satisfied with the legs, which tend to be the most difficult part for me to get looking right. Still needs some arms tacked on (looks a bit Silent Hill without them) and a lot of shading, and then on to jump, attack, and falling animations. Progress!
*Edit: Got some okay-looking arms on there now. Still needs shading work, but it’s getting there.
**Edit: Walking is looking okay, and I’ve got the jump and all three standing attacks in. Just need fourteen more frames: standing guard, jumping attacks and guard, falling, and KO (wasn’t going to do jumping attacks, but they’re trivial C&P, so why not).
**Edit: Sample spritesheet can be found here. Not ready to fully release it yet – still needs polishing and outfits, and I left in the white/gray grid – but the animations are pretty much complete. On to the outfits, and then it’s ready to release.
**Edit: Full spritesheet for the Grunt here, complete and usable (CC0 as always). Five more outfits to go.
..Also, the Soldier.
..Also, after a month and a half, the Assassin. Just need the Mage robes and hat, and I can call it done and move on to more coding.
Stumbled across this on the Love2D forums: love-android-sdl2. It’s a native port of Love2D for Android, which allows you to drop a Love2D project onto Android without too much difficulty. As a test run, I’ve been porting Bits & Bots to Love2D – it’s already nearly complete, and I’ve worked in some major improvements over the old version (like finally implementing the buffered background layers). Once I’ve got the Love2D version fully running and tested, I’ll post the .love file around here somewhere.
Another random sighting of the MV-Plat sprites, this time showcasing the capabilities of the upcoming Tethical RPG engine. Check it out!
Another random sighting: Scratch Match by 11thMutant! It’s a Street Fighter-esque brawler, which uses my MV Platformer Skeleton for the fighters. Has some really nice zoom effects (the camera pans in as the fighters approach each other), and looks pretty promising. The author was also nice enough to credit me, even though it wasn’t necessary (CC0). Give it a look!
**Edit: Almost forgot this one – it’s an entry from Github’s Game Off II called ‘CH₃CH₂CH₂CH₂CH₃anges‘, which uses the MV Male Base as the main character. Pretty innovative idea – you must use a combination of powers (melting ice, raising water levels, and killing wildlife) to solve puzzles and progress through the game, and at the end you get graded on how much impact you had on the environment.
Another random sighting of one of my things in the wild (yes, I was Googling myself again), this time a project called Unflattener. It’s a Python library which allows the user to easily create normal maps for dynamic lighting effects; the author, dbohdan, used one of the robots from Bits & Bots as a test case and illustration. Pretty cool stuff, and something I might look into for The Project down the road (once I’ve gotten the basics down, anyway).
Also, another mockup with my latest WIP tileset:
Much better than the last stab at it, I think, though the background is still pretty blah (just one tile, needs some variety). Using the DB32 palette helps a lot, and I spent a bit of time studying some of the old Frogatto tilesets on OGA to get a feel for things like lighting and scale. It’ll be up on OGA, under CC0, whenever I get around to finishing it.
*Edit: Mockup includes UI Pieces licensed under CC0, courtesy of Buch at OGA.
**Edit: Aaand here it is.
Starting another sprite, the Goblin. I’m planning to make a naked base, then layer a few different outfits on (Grunt, Warrior, and Shaman, to start). Won’t be quite as complex as the last few – no crouch frames, probably no jumping attacks, maybe twenty frames total. Progress so far:
**Edit: Updated the image with a few more concepts for Goblin costumes. Left to right: Base, Grunt, Soldier, Knight, Assassin, Mage. Now to animate it.
Got a few frames done over the weekend. WIP:
What dungeon is complete without the ubiquitous Skeleton? It presents a paradox in itself, as deep within every Adventurer lurks a Skeleton, yet every novice Adventurer has a deep-seated fear of them. What Skeletons themselves fear are blunt weapons, silver, and fire – indeed, a Flaming Silver Mace would be enough to make a Skeleton loose its bowels in its trousers (if Skeletons either wore trousers or had bowels).
**Edit: Done as it’s going to get, I guess. Spritesheets are available at OGA, licensed as CC0.
Satyrs are woodland creatures with the upper body of a man and the legs, ears, and horns of a goat. They are generally playful and mischievous, though they tend to be territorial and will attack men on sight. Like any denizen of nature, they cannot abide the touch of iron, and instead fight with weapons of wood or stone. The strongest satyrs are gifted in the art of Wind Magic, and can summon other woodland creatures to help them in battle.
A bit messy, but usable for my needs. Posted it under a CC0 license on OGA. Next up, I’m going to recolor it and tack on some bat wings to make a Demon enemy.
*Edit: Wings is hard. Also none too crazy about the brown outline on gray/black body parts – might switch to a charcoal gray for the outline, or something.
Stumbled across my bird sprites in the wild! It’s a game called Fall Guy, where you control a man plummeting toward the earth and need to use your wits and a few special abilities to avoid enemies. Really cool to see my work being used in a game – even if it takes a long time to get my own game off the ground, I’m still contributing to the indie scene in small (but useful) ways. Gameplay video:
Still working on it. I’ve almost got my character base done enough to start sketching out a demo. It has 47 unique frames so far, with another 3 needed; once all 50 are complete, I need to clean them up (the shading is inconsistent, to say the least), recolor them to the other base colors (dark and undead), and flesh out two additional skins (ninja and samurai), and it’ll be ready to post on OGA.
Frame list so far:
- Idle x1
- Stand x1
- Walk x6
- Crouch x1
- Stand -> Crouch x2
- High Dmg x2
- Low Dmg x2
- Crouch Dmg x2
- Jump x3 (rising -> air crouch -> falling)
- Standing H Swing x3
- Standing V Swing x4
- Standing Jab x1 (+1 dupe from H Swing)
- Crouching H Swing x3
- Crouching V Swing x4
- Crouching Jab x1 (+1 dupe from H Swing)
- Air H Swing x3
- Air V Swing x4
- Air Jab x1 (+1 dupe from H Swing)
- Standing Block x1
- Crouching Block x1
- Air Block x1
- Air Dmg x2
- Prone (dead/unconscious) x1
I’d like to make additional actions eventually, like running/sprinting and a few more hand-to-hand moves (uppercut, kick), but the above should be a pretty good start toward a Metroidvania-type game. Progress animation:
Yeah, it’s a bit rough and inconsistent, but it’ll be enough to get a demo together to ask for help from a real artist. Still deciding on a license, but I think it’ll be CC0, since it’s fairly low quality, I don’t stand to gain much from attribution (not going into the spriting business anytime soon), and if someone can use it I want them to do so with the least possible hurdles.
Check back soon – more to come!
*Edit: The three block frames are in – just falling and lying down, and we’re good. I do get the nagging feeling that I’m overusing the stock ‘left arm in front’ position – stare at it a while, and it seems like his arm is broken, stuck in a sling or something. Then again, meh. It’s programmer art.
*Moar edit: And that’s all the action frames. I think I’m happy enough with it to lock them in – start cleaning up what I’ve got, then add in the other outfits (ninja and samurai, and maybe one more), and call it good enough for now. The preview gif above showcases all the actions I’ve added in to date.
*Un mas edit: Here’s a link to the spritesheet (WIP).
Just a bit more of the character bases I’ve been messing with. Standing pose looks okay so far, but the walking frames are giving me a headache.
**Edit: Also, hair. I like the two styles I’ve come up with for the female bases, but the male hairstyles are kinda.. not good. Especially the darker-complexion male base – the hairstyle shown here doesn’t work at all on him.
**Edit: Progress animation – stand, walk, and crouch put together. Still needs work (crouch especially), but getting closer to usable.