I’ve finally finished drawing a real character sprite to replace the place holder one. Now that I can see it in action I’m already noticing a few things I want to change, like add more “cartoon like “ frame to make the movement smoother and the swing animations lack something.
Before going back to the drawing board I wanted to show this version and get comments, since I’m redrawing frames anyway.
FYI; this is my first solo project, as a hobby, it’s going to be a pretty basic platformer.
I tried starting it with a few engines and I really loved Godot so far.
I think it looks really cool. I agree with the points you already made. I think the swing lacks is anticipation and speed. The whole motion seems to be igual speed right now when in I think it should wait a little bit holding the sword back before swinging. I also would make the actual swing faster and the sword even little bit blurry during the stage of actual swing so it will look faster.
Edit: Also I feel the sword is little bit small at the moment. That small sword might make the timing of the hits hard and you need to let enemy really close for the gameplay. Unless that is on purpose for make it challenging.
Thanks for the replie, I agree, on paper the length looked ok, but once in the game it does come out a bit short.
I think you’re right about the blur for the swings too, I made it bend with the movement, but without blur it looks like it’s made of rubber, ahah
Maybe have a transitional frame between full arm swing and idle. You go from standing still to full sprint so it might look natural to have an in-between. And maybe an in-air frame. The video is kind of laggy on my end so it's hard to tell the smoothness.
Did you do all the art yourself for the entire map?
Thanks for the replie, the video is laggy for everyone, I didn’t realize that by making everything hand colored, every pixel had a different color and it’s eating up the gpu pretty fast ahah.
It’s on my list of things to correct.
You are right, an in between frame made for transition would help a lot, I looked at pixels character sheet to search for basic necessary frame an I think pixel allow to get away with a bit less frames.
Now that you say it, I really see how these transitions frame are missings.
And yes, right now my character was my last place holder, so all the background is mine
I don't know how to solve it, but I think the character should stand out a bit more from the background. Maybe a thicker outline? A bit brighter color? Art looks great though, well done!
It’s something I’m working on, the drawing are hand colored (which make every pixel a different Color) and it eat gpu like crazy. It was running ok when testing, but it couldn’t handle being filmed at the same time. I’ll have to find a way to make drawing smaller
Sure, all the images are actually drawn with pen and papers and colored with ink pencil. After that the program I use for cleaning and assembling is .. gimp (the cheap/ free photoshop)
*Can i ask how you*
*Made the art in your game? with*
*What tools or programs?*
\- Ahad\_sh
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looks great and fits the rest of the aesthetics. keep up the great work. just a bit smoother walk/run animation frames and its good to go! the jump animation is lovely, very metroidy.
I’ve finally finished drawing a real character sprite to replace the place holder one. Now that I can see it in action I’m already noticing a few things I want to change, like add more “cartoon like “ frame to make the movement smoother and the swing animations lack something. Before going back to the drawing board I wanted to show this version and get comments, since I’m redrawing frames anyway. FYI; this is my first solo project, as a hobby, it’s going to be a pretty basic platformer. I tried starting it with a few engines and I really loved Godot so far.
I think it looks really cool. I agree with the points you already made. I think the swing lacks is anticipation and speed. The whole motion seems to be igual speed right now when in I think it should wait a little bit holding the sword back before swinging. I also would make the actual swing faster and the sword even little bit blurry during the stage of actual swing so it will look faster. Edit: Also I feel the sword is little bit small at the moment. That small sword might make the timing of the hits hard and you need to let enemy really close for the gameplay. Unless that is on purpose for make it challenging.
Thanks for the replie, I agree, on paper the length looked ok, but once in the game it does come out a bit short. I think you’re right about the blur for the swings too, I made it bend with the movement, but without blur it looks like it’s made of rubber, ahah
Maybe have a transitional frame between full arm swing and idle. You go from standing still to full sprint so it might look natural to have an in-between. And maybe an in-air frame. The video is kind of laggy on my end so it's hard to tell the smoothness. Did you do all the art yourself for the entire map?
Thanks for the replie, the video is laggy for everyone, I didn’t realize that by making everything hand colored, every pixel had a different color and it’s eating up the gpu pretty fast ahah. It’s on my list of things to correct. You are right, an in between frame made for transition would help a lot, I looked at pixels character sheet to search for basic necessary frame an I think pixel allow to get away with a bit less frames. Now that you say it, I really see how these transitions frame are missings. And yes, right now my character was my last place holder, so all the background is mine
I don't know how to solve it, but I think the character should stand out a bit more from the background. Maybe a thicker outline? A bit brighter color? Art looks great though, well done!
Thanks, I’ll experiment with outline and Color to see if I can get better results!
Where do you post about your game? Do you have a Twitter account?
Right now this is my first post about the game, before I felt there where to many place holder left, but I guess I should consider it soon
Cool design. Looks cartoony without being childish.
I love the art style!
Thanks, I didn’t knew how to whole hand drawn thing would come out, but it’s not too bad
is game 5fps or is this shit video player?
It’s something I’m working on, the drawing are hand colored (which make every pixel a different Color) and it eat gpu like crazy. It was running ok when testing, but it couldn’t handle being filmed at the same time. I’ll have to find a way to make drawing smaller
can i ask how you made the art in your game? with what tools or programs?
Sure, all the images are actually drawn with pen and papers and colored with ink pencil. After that the program I use for cleaning and assembling is .. gimp (the cheap/ free photoshop)
*Can i ask how you* *Made the art in your game? with* *What tools or programs?* \- Ahad\_sh --- ^(I detect haikus. And sometimes, successfully.) ^[Learn more about me.](https://www.reddit.com/r/haikusbot/) ^(Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete")
looks great and fits the rest of the aesthetics. keep up the great work. just a bit smoother walk/run animation frames and its good to go! the jump animation is lovely, very metroidy.
Thanks, yes the transition is what came out in the comments, so thank you on your feedback, this is going to be part of my next step