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Hello!

It's been a long time since I've put serious work into these. But like I said recently: it's time to really get going on these, now that Time Fantasy Animals 2 is finished as the final Time Fantasy expansion.

So this week I've gotten back into the flow of the elements style, and returned to working on the character base animations and organization. To be honest, it was useful to get a break from these and back at it with some fresh eyes-- I also revisited the comments and suggestions from the previous preview thread.

Like I've mentioned back then-- it's vital to take the time to get the base right, and figure out how I'll arrange all the different pieces. Otherwise a small change later on would be a huge problem as it could affect hundreds or thousands of individual frames.

Let's take a look at where I'm at now-- first up, I've made some organizational changes this week for the sprite sheet, and it's a little bit different from the previous update.

I'd like to get your thoughts on these ideas.

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1. Heads

Previously I had the idea to put a head and face on separate layers. In practice this is fairly complicated. I still don't like the idea of putting the hair separate though (for reasons I've explained before) -- I think that instead, I'm just going to have the entire head as a single piece-- hair, face, ears, all.

On one hand, it will make for slightly less customization for mix-and-match pieces. But on the other hand, it will allow for higher-quality art and it'll be a lot less complicated for me to create compatible pieces, and less complicated for users to work with. I think that in the end it's worth it.

Plus, we can still allow for accessories to be layered on top of the head, for things like glasses. I can imagine an "accessory"-layer image like closed-eyes could work similarly.

So, we're going to scrap the "face layer" idea, and keep it simple: heads, torsos, and legs. With additional layers for accessories. This should still be enough to do things like visual equipment where your players can swap out armor pieces- it will just be done in a simple way for the core asset pack.

2. Female Body Base

Another thing on my mind was the female body base. I really REALLY wanted to avoid making separate animations for a female base, because that would lead to a tremendous amount of extra work and more than double the scope of the project.

Here's the example from the sprites that I was working with: the female from has more slender arms and different proportions for the hips and legs.

Note that this goes for alternate body types in general (the female base is just the most obvious example). Any sort of character piece with different proportions wouldn't fit right on the main base animations.

But THEN I realized that this wasn't even a really an issue at all. I was overthinking it (as usual... =_=)...

When I imported the girl pieces and flicked through the layers, the solution seems pretty clear: the final sprites won't have a fixed base at all. Instead they'll just assemble from pieces. Here's how it looks:

(tbh... this is probably obvious, right? for some reason my mind was stuck on "overlaying" the pieces on top of the base, with the base forced underneath the other pieces. I feel kinda dumb for letting myself get stuck on that idea. but this is obviously better (probably something that you might have assumed anyway)-- the base will mostly just be used as a guide for developing and animating)

So: I think that we're solid with the organization and layout of the layers.

Onto the next thing:

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New Animations:

Based on patron suggestions and feedback, and considering how to make this be complete for a full game without absolutely killing myself. Here's the new animations that I think are easy and will be adding to the base sheet.

Arms Up

Arms up can be used for a few different things, which is why I wanted to include them.

Could be used for holding up items-- either displaying an item-get, or carrying puzzle elements around a scene. Could be combined with the attack animation (unarmed) and look decent for throwing items around (smashing pots Zelda style). The arms-up pose has also been used for channeling magic. 

Lastly it could function as a generic frame showing a shock or surprise emotion in a cutscene. I'm considering changing the hands for this reason-- maybe a more neutral hand position would be more useful for this pose, without taking away from the other uses.

Also note that the bottom piece here would be able to use the same legs as the main walk animation, so including this is less of a time commitment than other full animations would be.

Climbing

Simple. We only need the one direction-- given the perspective we're working with, the vast majority of these types of games will only have north-south ladders. The player would just snap into this animation regardless of if he's going up or down.

The only interesting thing about the climbing animation is that I'll have to reference it when I'm working on the final tile sets, and set it up so that any ladders will line up properly with the character.

Crouch, Jump and Anticipation for the Attack

I've talked about these ones in a previous progress report. 

Just putting them here as a note for the way I see them being used: the crouch is designed as a single-frame that can have multiple uses, while ALSO being used as an anticipation for the jump animation.

Similarly, the single anticipation-frame is optional, and could be useful for some tool animations, heavy attacks, or even fishing, while the attack animation without the anticipation frame would make sense for action sword swings, etc.

Bow(?)

I've had some problems with this one. 

HONESTLY-- right now I'm inclined to put it aside, and focus on the stuff that I've already outlined here. Maybe we can revisit this for a future expansion that has bows, crossbows, and gun animations with weapon overlays.

Should I try again... Is it necessary to be in the base set????

Lastly, this new sheet has three down poses. One of them could even be flipped left/right, so we could potentially count four poses. Could be used for sleeping, KO, dead, etc etc.

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So, here's what the Updated Base Sheet looks like. Right now this is the plan for the animations and frames that I'll be using for the time elements characters.

Do you have any thoughts on the layout or organization of the frames on the sheet? What would work best for most users?

Note that the end product will likely include the sprites in sheet form and also in a folder with individual frames (I'll have to work with a friend to help me automate that export process).

Here it is with the proper transparency and without the labels on the side-- this image is an actual useable sprite sheet:

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All right-- give it to me. 

I'm planning on giving this a last pass and then finalizing it next week. Last chance for suggestions. Let me know if I'm missing something-- an animation, a pose, something in the organization of the layers or pieces. I'll be checking back to this thread, so please don't hesitate. 

I want to get this right before proceeding to make thousands of individual frames for the character parts.

Have a good weekend. See you soon. Thanks!

Files

Comments

Xeri

This looks great! I'm all for leaving the bow animations out for now if it means getting the rest of the system done and you not getting burned out. I think an iterative approach would be best here. Just release a basic system to begin with and then build upon it over time! Are you planning to have a weapon overlay for each of these animations and frames? Even just a few to start with would be awesome! Swords, spears, axes, and staves would all be great as a starting point! It wouldn't make too much sense to have them on the climbing and arms up frames, but it would be awesome to see it on the jumping, walking, and tool-use frames.

Tech Tea

I love the work you are doing. I do think that the animation for range weapons is important for a base set though. If it cannot be included in the base set at release then maybe as a free update shortly afterwards? No bows will be very limiting to a lot of people. For combat you need range, thrust, swing, a magic, dodge, hurt/hit, and perferably a different animation for positive and negative status effects (though that is a bit much) animation. That would cover most weapon types and situations the player might find themselves in and that devs would implement into their game. The basic attack does work alright for both thrust and swing animations and I'm sure the jump could be used for dodge. Just throwing ideas out there. Thanks for all your wonderful work.

DC

Nice work! Did you try doing crossbow instead of longbow? It might be easier, and would work for any gunlike weapon (maybe even wands?).

Eitan Margalit

I think the bow one is all right, as long as you don't draw it (<i>illustrate</i> it) with a string. Because the act of drawing it (pulling it back) would result in the string passing through the sprite's head. But that's okay! It's part of the style and you don't have to call attention to it.

Strijdparel

I think bows would also be nice to make in the base set. It might be a bit more difficult in the beginning but it would be too much work if everything is finnished. Then there would always be torsos without bows and that is not nice. Also a portret with every face would be usefull.

JustJimmy

All looks good so far, a simple small animation I would suggest would be a "Use" function. Something simple like an outstretched arm for pressing buttons/levers and NPC interaction.

OMGerm

If you change the carrying animation’s hands, you might repurpose the existing one as a “surprise” animation much like Chrono Trigger’s.

Eitan Margalit

There's another sprite base on Itch that has "seeding, watering, and plucking plants" and "fishing" animations. Just throwing that out there. And adding "sitting".

Dungeonmind

I am just going to be honest here I do think the bow should be included with the base set specifically because you can’t have Zelda style throwing pots and not link shooting his bow :P

finalbossblues

I've seen that one. It seems like it's just a base though. If I wasn't planning on making a thousand character using these, it'd be easy to make a bunch of extra animations XD

aquamania

Bow is definitively necessary to the base set ! Also i think having the same animation for bows, crossbows and guns would not look very good. I'd rather have a complete and delayed set then updates over time.

Mana Cloud

Honestly I think the question of what animations to focus on might be a moot point. With the Time Fantasy set closing out (obviously gonna be lots of requests still) It would seem to me that the focus of the updates will slowly shift to more and more "elements" releases. So whatever you do or do not release right away, probably gonna be expanded on over time through requests and such. I guess what I'm getting at is whatever you put out is gonna be great and If I have to wait a while for a bow animation to come out, I'm sure it will happen eventually and it will probably be worth the wait.

Renevatium

Totally understand the thinking, but wouldn't looking at it this way severely limit flexibility in the long term. If you wanted to customize skin color for instance you'd need every possible item on full sheets for every variant, not to mention for every animation. If you wanted to swap out a helm but retain hair, that alone could turn into a nightmare. Not sure if actually implementing a game using this would work very well. Feels like it would be way more functional to start with the sprite base and everything: hair, eyes, helm, shoulders, armor, pants, weapons etc, would be a layer on it's own. It may require more work initially but in the end will save a lot of pain in generating new base variants and animations. The three piece configuration would mean exponentially more sprite sheets with mostly duplicate parts. Have really been looking forward to Elements, but this would make the set largely unusable for decent character customization past prototype. Don't mean to criticize, really appreciate the effort. Just sharing my immediate thoughts.

finalbossblues

I've thought about this stuff, but it would severely degrade the quality of the finished sprite. Just layering things on top of each other causes all sorts of problems that result in things look unpolished: they would LOOK like they were made with a generator, and imo that's not acceptable. I can't think of a solution that would allow that level of customization while also looking polished. The only thing that might work to get an extra layer would be to go back to the face-layer idea-- would that be worth the complication? As for skin color- I'm planning on having color variations for the individual pieces, which I'd be able to set up relatively quickly with recolorable palettes, so hopefully that shouldn't be an issue. Thanks

Renevatium

Really appreciate you getting back to me. I think I understand. Each layer would need to completely cover the underlying base or the edges would be an issue, right? TBH I hadn't thought of that. Definitely agree sacrificing quality is not a good idea, they look so good already. I'm probably overthinking the need for extreme flexibility. It would be great if the accessory layer you mentioned could handle hats/helms/etc as well as things like glasses, then having hair as part of the head wouldn't be so much of an issue. Another consideration, looking at the example here, is the shoulders (or is that a cape?) which seem to be a part of the head layer. Would it cause the same issue to have shoulders as part of the body layer to align with armor style? Also, would parts like the belt, wrists and shoes work on an accessory layer or would they also have to be part of the base sections? Would multiple accessory layers ever be possible? Sorry for all the questions, just super excited to see what I can make with this set, so many ideas.

finalbossblues

The shoulders are part of the body layer. You might be thrown off because in the particular example she has some long hair which extends lower than the normal head. Accessories: I'm planning to make some hats, glasses, capes, wings, feathers in the hair, etc etc. Something like a belt or shows would be possible, but I'm not necessarily planning on making those as accessories and would be a part of the legs part. I see no reason why users wouldn't be able to use as many accessory layers as they'd like.

Shaun

This looks really cool!

Steve Likes Guns

These are great!! As mentioned above, blocking and bow frames would make this complete. Really excited to see how this expands. Great Job!!