Spell Masters

Spell Masters

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Pixel Art Details

Spell Masters



user
Title: Spell Masters
Pixel Artist: winged doom  (Level 3 Hatchet Man :: 2569 points)
Posted: 8/20/2018 23:03
Statistics:  9 comments    42 faves    0 avatars

Old work, but recently I made animations for this game. So it's a good reason to show it on PJ I guess c:

Next work here.

Design of that girl with the staff was inspired by "Rogue" character by 3Dragon.

PS: about "too busy framerate", well, I got a lot of comments about this. When I drew animations I listened to "Ramalama" by Róisín Murphy and just tryed to get into its rhythm. So this is the reason why everything is moving so fast. But in the game framerate definitely will be much slowly, and for each object it will be different value.

Discussion

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user
winged doom (Level 3 Hatchet Man) @ 8/24/2018 07:21

Glad you like it! Thanks! c:


user
Nether (Level 5 Captain) @ 8/23/2018 22:23

Something about this makes me very happy. Personally I like the non-synced bobbing as opposed to a syncronized one.


user
Pixelart_kid (Level 6 SWAT) @ 8/23/2018 11:43

I love it !!


user
winged doom (Level 3 Hatchet Man) @ 8/22/2018 22:59

Actually most of the objects have the similar animations with 6 frames and 0.1 sec framerate. In first version they've bounced synchronously and it didn't look good. So I shifted the first frame to some objects, to break up synchronism.


user
winged doom (Level 3 Hatchet Man) @ 8/22/2018 22:54

Thanks for feedback! 


user
jok (Level 11 Master Assassin) @ 8/22/2018 03:21

nice lil work


user
Irock (Level 2 Corporal) @ 8/21/2018 14:21

I agree with eishiya. The pixel art is wonderful, but it would be better for clarity if things bobbed and bounced in sync.


user
eishiya (Level 6 SWAT) @ 8/21/2018 06:47

I think the framerate's fine, the "too busy" feel comes from so much moving on the screen at the same time, making it difficult to focus on anything. Things moving at different rates contributes to this, it's less overwhelming when things move in sync. It's fine to have different bounces for a small number of different classes of things (e.g. enemies/harmful and items/friendly) to help distinguish them, but having different motion for every object is too much.

The pixel work looks great, as do the animations on their own. That lightish blue is an especially neat touch.


user
Faherya (Level 4 Team Leader) @ 8/21/2018 06:33

Very good. 


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