Mythruna

General Category => General Discussion => Topic started by: Michael on June 13, 2013, 08:40:38 AM



Title: Help making Player_Side sprite
Post by: Michael on June 13, 2013, 08:40:38 AM
I am having some troubles with the side-view of my Player for the visual version of Mansion of Azazel and I am finally desperate enough to ask the community for help.

I have the basic player look for which direction they are facing: http://i.imgur.com/CfkMaS3.png
(http://i.imgur.com/CfkMaS3.png)

I have the walking animation down for walking upwards and downwards ( on the y-axis ): http://i.imgur.com/MrlaFC7.png
(http://i.imgur.com/MrlaFC7.png)

I would like to see if you guys are able to come up with a side view, but if you feel you would just like to make your own player sprite, there are some things you have to understand for me to accept it:
1.) Must be black and white
2.) Must be 32 x 32 sprite size
3.) Has to be just like a regular guy.

If you do completely redesign the sprite, and I like it, I will test it out in the game (I have already implemented walking animation), and you will be put in the credits for making the player sprite.

Thanks for the help!


Title: Re: Help making Player_Side sprite
Post by: Budehgong on June 13, 2013, 10:01:11 AM
I think you'll get pretty close for with the regular side view with an arm and a leg partially sticking out in a walking motion, if that sentence makes sense at all.


Title: Re: Help making Player_Side sprite
Post by: Michael on June 13, 2013, 11:20:34 AM
I think you'll get pretty close for with the regular side view with an arm and a leg partially sticking out in a walking motion, if that sentence makes sense at all.
Everything I try just turns out to look tacky when I start up the game and test the movement.


Title: Re: Help making Player_Side sprite
Post by: pspeed on June 13, 2013, 01:42:01 PM
What is the sprite sequence for the walk animation?

Is it like, top, middle, top, bottom, top, middle, etc.?

If so, then the missing sprites are:
1) left leg forward, right leg back, left arm back, right arm forward.  Doesn't have to be much but a full straight angle for the legs would be best, probably.  Think upside down V
2) same as above only swap left for right.

Other than that, show us what you have and we can make specific comments.


Title: Re: Help making Player_Side sprite
Post by: Michael on June 13, 2013, 02:47:02 PM
It's too hard to make the sideways image is all my problem is, it just looks horrible, like he has something mentally or physically wrong with him when he is at a side view.

I've been trying this design, but I cannot get the second walking frame to look right at all: http://i.imgur.com/ePkYYz0.png
(http://i.imgur.com/ePkYYz0.png)


Title: Re: Help making Player_Side sprite
Post by: pspeed on June 13, 2013, 03:08:27 PM
Yeah, with straight legs he's going to look like a wind-up toy.

Try the angles like I said:
http://i.imgur.com/ycIkngV.png


Title: Re: Help making Player_Side sprite
Post by: Michael on June 13, 2013, 04:41:26 PM
Normally that way didn't look too good, but this time is was pretty cool with the arms, but I have some problems with the legs.. it looks more of him doing something awkward with his body. DOWNLOAD VIDEO ( no viruses, mediafire ): http://www.mediafire.com/?9l9ztfkxdorn4ci

Image: http://i.imgur.com/0auVcz7.png

(http://i.imgur.com/0auVcz7.png)


Title: Re: Help making Player_Side sprite
Post by: pspeed on June 13, 2013, 06:36:16 PM
I wasn't able to play the video for some reason.

Anyway, the arms are backwards in your sprites.  When we walk, when the left leg is forward then the left arm is back to counterbalance.

Other than that, I wouldn't have gone with such wide angles.  Instead of a 1:1 maybe a 2:1 (rise:run).

Also, you didn't answer this before but make sure you always go back to the resting position at top between each of these.  So if they are numbers from 1 to 3 then: 1, 2, 1, 3, 1, 2, 1, 3


Title: Re: Help making Player_Side sprite
Post by: Moonkey on June 14, 2013, 12:20:29 AM
You need to angle the legs + arms at about 30-20 degrees rather than 45.


Title: Re: Help making Player_Side sprite
Post by: Budehgong on June 14, 2013, 12:48:04 AM
And don't forget to give him knees.


Title: Re: Help making Player_Side sprite
Post by: pspeed on June 14, 2013, 01:30:24 AM
And don't forget to give him knees.

You can actually get away without having knees for a three frame sprite like this.  I'd put knees on a six frame walk cycle, though.


Title: Re: Help making Player_Side sprite
Post by: Michael on June 14, 2013, 06:34:06 AM
You need to angle the legs + arms at about 30-20 degrees rather than 45.
That looks horribly worse, given that it is 32 x 32 (I've tried, he looks like he has so many problems physically).


Title: Re: Help making Player_Side sprite
Post by: pspeed on June 14, 2013, 12:50:13 PM
You need to angle the legs + arms at about 30-20 degrees rather than 45.
That looks horribly worse, given that it is 32 x 32 (I've tried, he looks like he has so many problems physically).

We can't see how you did it so we can't say what might be wrong.


Title: Re: Help making Player_Side sprite
Post by: Iggyjeckel on June 14, 2013, 12:58:37 PM
I used 32x32 sprites in. my game, if. Remember correctly.  Find a sprite sheet, figure it the look and delay you want from one already completed. And modify yours


Title: Re: Help making Player_Side sprite
Post by: Sean on June 14, 2013, 01:23:04 PM
It's only a two frame walkcycle, I assume that's where the problem lies.


Title: Re: Help making Player_Side sprite
Post by: Budehgong on June 14, 2013, 02:11:43 PM
I think you could figure it out just by looking at the pictures you've shown us here, (especially the first one) and it shouldn't be too hard to figure out what needs to "stick out" when he walks.
I think the leg should be easy; just a slightly sloped line down, then an angle an back towards the ancle to finish of with a foot.
You might want to anle the other leg as well, like this: //\\
........................................................................//  ||   ......but properly.



Title: Re: Help making Player_Side sprite
Post by: Michael on June 14, 2013, 05:08:09 PM
This is kind of pathetic, but I will need help making it a 3-frame animation, considering everything I am trying jacks up the process, this is the code that actually runs the 2-frame animation while the player is walking:

Code:
if (dir == 0) {
     sprite = Sprite.playerF;
     if (walking) {
          if (anim % 40 > 20) {
               sprite = Sprite.playerF_1;
          } else {
               sprite = Sprite.playerF_2;
          }
     }
}
The variable dir is used to keep track of what way the player is facing, in this case it is equal to zero, which will display them going up on the y-axis (forward).

The variable anim is short for animation, which I am using to get the 2-frame animation by getting the remainder (using a modulus '%' for those who don't know).


Title: Re: Help making Player_Side sprite
Post by: Sean on June 14, 2013, 07:36:57 PM
I know absolutely nothing about java, but could it be possible to do something like:
if it is neither of the 'outside' sprites, then use the middle sprite?

At least that's what I would do in Python; but I don't know how helpful if/else is when trying more than 2 variables since basically the way it is set up is "if it is not 0, then use 1".
the simplest way I could think about doing it is to have two middle sprites that are exactly identical so you can call upon them in a linear fashion with four different sprites to call upon.
Again I don't if that is even possible since I don't know how java works so I can't be of any more help.


Title: Re: Help making Player_Side sprite
Post by: Michael on June 14, 2013, 07:56:18 PM
I tried instead of finding the remainder, just use anim as 1, if 0 use my first image, if 1, use the default image, and if 2, use the 2nd image and revert anim back to 1. The problem was was setting the delay because he was in freaking warp speed. You could literally see the blur. :)


Title: Re: Help making Player_Side sprite
Post by: pspeed on June 14, 2013, 09:38:11 PM
It's only a two frame walkcycle, I assume that's where the problem lies.

That's one of the reasons I kept stressing the need to go back to the resting frame.