This is a walking animation test for the main character in my game. The pencil style drawing was rendered with Poser's sketch render tool and combined with flat color layer in Photoshop.
If you've seen my earlier character art post, you may notice that she isn't as pale in this version. I thought it was just too monochrome, and while it fit well with the other background, most locations in the game will have at least some color. It's lost some of the stylized look, but I think it will work better, when cutting to almost realistic dialog closeups, than it would with the old look. Tell me what you think. Did I screw it up?
I should add that I will of course correct the error with the boots breaking through the pants.
Also, if anyone has an idea about how to resize an animation without antialiasing the outer edges, please do tell. Even if it has to be done frame by frame. Preferably while still allowing for bilinear resampling of the actual image. I'm seriously considering installing my old win 3.1 version of Micrografx Painter, because incredibly that old program could do it, if you selected the actual picture area before resizing the whole image. But Photoshop always antialiases the edges unless I use nearest neighbour resampling, and Jasc Animation Studio can't even do pixel resize without messing up the edges!
If I find no other solution, I'll have to render the characters at the actual size they'll be in the game.
Edit: Relating to this, I have a few questions to those with experience in these matters. How many frames would you consider necessary for a walking animation (for each direction)? This is 12 frames. I thought of cutting it down to 8, like Indy FOA used. Also, what's a good (pixel height) size for a character in a 640x480 game? At first I wanted the player character to be larger than the other characters (so she could get closer to the camera for some scenes). But then I realized it would cause problems with the walk area size settings if I ever wanted the npcs to move around. Final question: Does number of colors in a sprite matter if you import it into a hi-color game. Is there any file space to save by reducing the palette before importing?
If you've seen my earlier character art post, you may notice that she isn't as pale in this version. I thought it was just too monochrome, and while it fit well with the other background, most locations in the game will have at least some color. It's lost some of the stylized look, but I think it will work better, when cutting to almost realistic dialog closeups, than it would with the old look. Tell me what you think. Did I screw it up?
I should add that I will of course correct the error with the boots breaking through the pants.
Also, if anyone has an idea about how to resize an animation without antialiasing the outer edges, please do tell. Even if it has to be done frame by frame. Preferably while still allowing for bilinear resampling of the actual image. I'm seriously considering installing my old win 3.1 version of Micrografx Painter, because incredibly that old program could do it, if you selected the actual picture area before resizing the whole image. But Photoshop always antialiases the edges unless I use nearest neighbour resampling, and Jasc Animation Studio can't even do pixel resize without messing up the edges!
If I find no other solution, I'll have to render the characters at the actual size they'll be in the game.
Edit: Relating to this, I have a few questions to those with experience in these matters. How many frames would you consider necessary for a walking animation (for each direction)? This is 12 frames. I thought of cutting it down to 8, like Indy FOA used. Also, what's a good (pixel height) size for a character in a 640x480 game? At first I wanted the player character to be larger than the other characters (so she could get closer to the camera for some scenes). But then I realized it would cause problems with the walk area size settings if I ever wanted the npcs to move around. Final question: Does number of colors in a sprite matter if you import it into a hi-color game. Is there any file space to save by reducing the palette before importing?