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4About liliputian7

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Confused and Overreaching
- Birthday 05/16/1979
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Sprite Detailing [Unorthodox]
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
Thanks for the advice. I've already edited the sprite to get rid of the shuffle effect. However, I'd like to keep the dynamic pose above, perhaps in an idle animation. I've been told there are scripts that make this possible, and I'll be investigating later on. -
Sprite Detailing [Unorthodox]
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
Ah. I'll see what I can do. Thanks -
Sprite Detailing [Unorthodox]
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
By the way, I made a mistake in my main post. The sprites are actually 32x48, not 36x48. Does that change anything? -
Sprite Detailing [Unorthodox]
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
Thank you for the references. As to scaling: I'm not sure what 'walk permissions' are - again, I'm very, very novice - but I do plan on creating original art for everything in the game. I hope that I'll be able to bypass any normal 32x32 tiling issues by doing this. -
Sprite Detailing [Unorthodox]
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
Oh, this is very early on in the process. I haven't even begun to create scenery yet - since, of course, I wanted to create it based on this scale. I've fixed the walk cycle - kind of - but I'd still like to find a way to use that dynamic center pose in, perhaps, an idle animation of some kind. Any way that's possible? -
liliputian7 started following Finished an Amulet Series, Sprite Detailing [Unorthodox] and Question about Character Portraits
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I've been building a sprite from scratch for a while now. The sprites I'd like to use are 36x48. I've encountered no problems with importing and using the sprite, but I don't like how it looks. I'm alright with the up and down - I can clean them up rather easily - but the left and right just look like a shuffle. I have a feeling this is due to the static frame in the middle, but I rather like the dynamic pose. Is there another way to use the pose while substituting a proper static frame? Perhaps an idle "animation" defaulting to this pose? I've been getting carpel tunnel over this for four hours now. Like, I fear for my fingers. Anything I can do about this? (The sprite issue, not the fingers.)
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No problem, I suppose
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Question about Character Portraits
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
I'm glad you noticed the neck - it's part of the character design, actually. Part of the lore, even, although it's only inferred. Perhaps I'll change the overall design to better fit the emoset, though. Thanks!- 5 replies
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Question about Character Portraits
liliputian7 replied to liliputian7's topic in Editor Support and Discussion
Ah, that clears a lot up. Thank you! So, it wouldn't be amateurish to leave as much space around my "emoset" as I have? If I'm going to be a part of a larger community, I feel as though I should know its unspoken rules.- 5 replies
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There are several different answers to these questions from several different sources. As one or two of you may know, I'm focusing on art right now before I begin to actually work with the game software itself, since that requires me to essentially learn an entirely new field, but I have experience in art and storytelling. So, I'll have specific questions over the next month or so concerning pixel art (since the general questions have mostly been answered). 1. What is the difference between a "character portrait" and an "emotion sheet"? Is the latter the technical term for it? I'm aware that the latter is generally 384x192, consisting of eight portraits, but I've so far been unable to differentiate between these two terms. For example, this is an early version of my male character's "emotion sheet" (or whatever it may be called): And here's an example custom (I think) "emotion sheet" I've found online: These are so different that I'm not sure whether I'm doing something incorrectly. Would it be wiser to create a fuller portrait first, and then crop and edit the face region? Or does my version look stylized enough that a normal player would find it permissible (and hopefully not amateur)? 2. I've found "emotion sheets" that are different dimensions. Would this cause a technical problem in the game, and is it wise to continue using the dimensions I'm using? 3. Is there any critique you could give me about my attempt at an "emotion sheet?" It seems to be profoundly more pixellated than the other example image, and although that's passable, since the style of the game is rather pixelly, but I'd prefer some kind of smoothness to the image as well, and I've tried several types of color variation and shading, but this is the best result I've gotten so far. I don't have professional instruments. Thank you for reading my post.
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Thanks for your help
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I can put images in the spoiler? Well, the reason I did it this way is because each image is organized and packaged with their corresponding icons and original image. But if it wouldn't bother people to have so much in the spoiler, I can do that.
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See my signature. Everything I do on my own time is free to use under the credit Daniel MacCléirich. This amulet series, though still free-to-use, is going to be used in a project I'm working on. My Pixel Art (All available for free use under the attribution Daniel MacCléirich)
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General Dimensions for Sprites and Art
liliputian7 replied to liliputian7's topic in Requests - Archives
Thank you! Do dimensions for creating larger characters matter? Or is it alright as long as I use a 3-column 4-row outline? -
Is there a list somewhere that shows the general dimensions for pixel art? I'd like to make custom full buildings and custom tiles and even character sprites, but I can't find any dimensions for those things and I'm afraid importing something with incorrect dimensions will disrupt the game.


