Single Status Update
Got the leg sections done on a sprinting template for LL sprites. I need to modify the arms a bit, which is the trickiest part. The front and reverse frames seems okay for a striding motion, but the sides look too relaxed.
I don't even need to test run it to tell they'll look stiff from the side.
Making outfits will be a bit tricky, I wish the arms didn't need so much editing because that would make it so much easier to do them. The feet rotate 90 degree counter clockwise pretty quickly and easily. Sprinting capability is something I have wanted for loose leafs. The higher level of detail makes it seem weird when they start power walking around maps.
As a fan and user of Mack's art, I can attest to the power walking looking like I'm playing Pretty Soldier Sailor Moon: An Untold Story on Super Famicom. While that in itself isn't a bad thing, and is entirely preferential and mostly nitpicky, there are those who would tire of it in every game they played, pretty damn quick...
If RM games were mainstream anyway... xD
I have an asset pack for VX Ace called Wild Steam. There's a spritesheet for all poses, including idling and sprinting, and short of idling and some extra non-animated poses, they're all more than three frames each. It seems that for running/sprinting, getting the arms to not look stiff would be really difficult with just three frames of animation, which is why I will suggest making it appear blurred, as one possible method. I'd also move the side arm forward on one side, backward on the other, and then have the game detect if the player is sprinting or not, switching between the two sprite types so that it doesn't look so stiff...
But that's me about to get very far ahead here...
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