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Resources => Graphics => Topic started by: Martijn dh on May 09, 2020, 02:11:46 pm

Title: Bunny Cape
Post by: Martijn dh on May 09, 2020, 02:11:46 pm
Just a little post to ask for feeback and/or improvements, since I'm not all that great at spriting.

I'm trying to create sprites for the alttp bunny while wearing the alttp cape of invisibility (to add a bunny transformation cape). Check the attachment for the results. I've been trying out a few things for the backside, but I feel like there is still room for improvement.
Title: Re: Bunny Cape
Post by: Miles07 on May 10, 2020, 02:05:01 pm
Three things to think about:

1. Does it work with the palette loader of whatever program / platform you want to use this on? I can imagine that the extra colors might be a strain on a SNES engine if not done right, for example. Though if it's for a PC project, I don't think it'll be that big of a problem.

2. I personally don't think the sheen of white pixels in row 2 is the best way to go about it, unless you're trying to give off the idea that the cape is reflective, or is made out of, say, waterproof materials like polished leather or polished rubber. Otherwise, I recommend the solid red, unless you can find a tone of red halfway between that base color and white. (Point 1 applies, of course.)

3. I'm guessing you want to include some sort of billowing animation for when the character is walking, right? If you want to add some livelihood to the sprite sheet, you could include some extra frames when the character has stopped walking, for the cape to float gently to a standing, idle position. Maybe 1 or 2 maximum for this sprite size and color depth. Think like how the Super Mario World Cape Mario cape sprites float as Mario walks and jumps, and take a few moments to "cool down" after the character stops moving. Just something to think about!
Title: Re: Bunny Cape
Post by: Martijn dh on May 10, 2020, 04:23:23 pm
Thanks for the reply.

1. I do use a palette, but it's a PC project so # colors is not much of a consideration. That said, I'm only using the red (and white) because it's from the original attlp cape. Maybe some complement to pink would work better (like in the green - blue range)

2. Agreed.
The red version is actually also comprised of two colors, but I see that I really need to add a larger difference between the two.

3. I agree that it would look and feel better to add such extra animation, but it's just slightly above my skillrange. XD Maybe I could make it work for the side views, but I'd have no idea how to start with the back view. (Also, I'd like to keep that little bunny rear sticking out from under the cape).
Title: Re: Bunny Cape
Post by: Darklink45 on May 11, 2020, 01:47:53 am
I gave it a shot, tried to keep the palette the same as the alttp bunny (I feel the red is a little too dark). Made two versions of the back view with different heads, I didn't test the animations so I don't know if it looks good yet.


Title: Re: Bunny Cape
Post by: Martijn dh on May 11, 2020, 05:40:06 pm
Those look quite good. Thanks.
I'll try them out with various tunic colors later this week.
Title: Re: Bunny Cape
Post by: Martijn dh on May 20, 2020, 10:09:05 pm
Tried out the sprites and gathered feedback. We ended up settling on a mixture between both approaches.

- Turns out the backview swaying worked a little less in motion. Also: highlighted bunny tail = cutest, appearantly ::). I did try out some hybrid images but with the same result. Maybe the frame count is just too low to do the swaying justice.
- For the side view people liked your sprites way better. We only made a few edits near the shoulders and added some light shading.
- For the front we went for 1 pixel for the shoulder and 2 for the swaying.

As for colors we ended with the bright red again because it popped most with the other tunic color schemes.
Title: Re: Bunny Cape
Post by: Miles07 on May 21, 2020, 05:28:10 pm
Looks fluid, nicely done!

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