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DD chrs Displaying 1-4 of 4 total.
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grenideer
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Check out the site to see the idle frames for the chrs I drew. I'm posting this because Diver Down is in desperate need of a chr artist. What I'm asking is really simple too. Just take those pictures and remix those idle frames. You know, I'm not an artist so maybe they would go better with other colors, or slightly different clothes. Maybe a few pixels are off here, or I drew an arm messed up. And you don't even need to animate them (unless you want). I've animated tons od these guys already and can modify existing art pretty good. A chr artist is an easy position too - I really just care about the player chrs. So if there's a great artist out there who wants to bite, e-mail me or get started right away.
As for the project, DD is the only full-length rpg (used loosely) created in v2 that is MORE than halfway done.
http://www.geocities.com/timessquare/8895/devjournal.html
grenideer@geocities.com
Posted on 2001-10-01 03:52:31
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Devon
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Short of going SD, and within the constraints of size and palette, I'm not certain that any better can really be done.
Malcolm actually looks fine to me. Jea's head looks too small, but I can see where it would otherwise be too large for her body. That's just the sort of pixel-level nightmare you run into with this sort of art. Laurana has something...hard to place that is amiss. I think your problem is actually your chosen resolution. Most low-res games don't try to go for that level of detail, because you can't split a pixel. Note that most old games have all the characters the same height? That's to avoid exactly this. The only way around it really is to draw the _smallest_ character first, so that everyone else can be larger if they need to be. But, of course, if you've already draw the tiles to scale, you can't very well adjust the characters' relative sizes.
I started out with 'realistic' characters myself, but I had to go SD, and then high-res, just to capture the subtleties of the characters' physical differences.
Other than styling them after the FF6 or CT sprites (which is what most old VERGErs did) I can't see how they could be done any better then they are now.
Nice to hear the status update though. Diver Down was one of the few demos that actually got me excited about the full game.
-Devon
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Square's making money.
We're making art.
Posted on 2001-10-01 09:53:12
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grenideer
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well thanks for the complement then :) .
Ya, I know it's hard. I would love to double everything to 32x32 tiles for the sole purpose of using chrs twice the size. Of course, the added detail that would give me for maps would be great too.
I've never gone higher res/color because nothing as stable or complete as v2 was ever released, and well, so much is already done. But I know what you mean, and have intentionally chosen to go with this style of chr rather than the usual FF you see in verge games.
And what the hell is SD?
Posted on 2001-10-01 22:29:04
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TheGerf
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TheGerf, not just any gerf.
Posted on 2001-10-01 22:33:32
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Displaying 1-4 of 4 total.
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