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Team SALVAGED's sprite revamp project: Cavalier & Soldier


Agro
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A few months back I asked TheErrantShepherd if we could use some of his sprites as a base for the revamp of several battle animations, such as the soldier and the cavalier. The plan is for these to end up in the public domain, like all good things. Last week he responded by creating a team of ultimate spriters to create a joint effort. This topic will be for the progress we make as well as a general hangout topic.

The idea is that you can contribute to whatever you like - whether it's a single frame or smoothing a motion blur or providing general feedback. It's a community effort!

The acronym comes from the first few members we had, which miraculously spelled out SALVAGED... it now spells out something like O MY TALL SALVAGED or something like that.

5/10/15 - We're working on revamping the soldier animation, which looks bloody fantastic at the moment. The helmet should be easily interchangeable with other heads if the Centurion-style helmet doesn't suit your needs.

f6d6gWk.gifsoldier.gif

This is the latest take on the soldier animation, juxtaposed with the vanilla soldier animation. As you can see, it's a huge improvement.

We're also working on revamping the cavalier, for which we only have stills at the moment.

l2uANMr.png

Most of the activity takes place in a Skype chat so y'all might not see too much here. But I think it's nice to keep everyone updated on what's happening.

The to-do list also contains:

  • new vanilla fighter, based off TheErrantShepherd's stills
  • new vanilla mages
  • new paladin based off great knight???
  • bow bandit, also based off Shep's stills
  • AND MORE!!!!1
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its an improvement, but it feels like a reskin imo since it is the same movement. im not saying its bad or anything, it looks way better, but it moves the same, and imo the movement is boring.

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Yeah, it's more fixing the animation which have obvious problems like the Cavalier's jumpiness and generally shit looking armour and the soldier's boringness. The whole point of the soldier is to look like a generic infantryman falling back in line (hence the little spear tap at the end).

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Oh yay, thread up!

Well, we are starting with base revamps. Customizing/improving the Soldier and any other animations beyond what the current animation is, is definitely something we are interested in.

Keep in mind, these are the start of this project. We have lots more planned... But yeah we definitely love feedback and input on what we are working on.

If you have any suggestions on a direction we should try and go for the animation Frank we'd love to hear them. :D

Or even just areas that bug you about the current one/base animation.

----

Our team currently consists of for active members(ie. ones that have worked on the actual sprites): Smirks, Toa, vilkalizer, Alusq and myself.

The current total team including advisors, conceptualists and tech/rom insertion specialists is fairly large though.

Current members of the group are: Smirks, Agro, Lord of Gabriel Knight, vilkalizer, Alusq, Ghastly, ErrantShepherd, and deranger for the original SALVAGED battle sprites revamps team.

We also have lots of other great members who joined the team and give their feedback and input in our chat group such as Toa, Lenh, L95, Arch, Merc, Yoshi, and Oreostyx...

So yeah... It's a great group. Definitely lots of fun. People contribute, edit, tweak, or just come up with ideas as much or as little as they want. It's pretty chill, anyone with some sort of skills or ideas and willingness to play nice with others, collaborate and make some awesome sprites together is welcome, basically. ;)

-----

But yeah, any and all feedback, ideas and critiques is more than welcome. We're working on these Collaborations as a community project basically. So yeah, we'd love to hear back from the community on how we're doing, how things look, if you like our stuff or hate it, or have some suggestions... Anything and everything helps.

I try to have no ego when it comes to this stuff. So hey, go ahead and tweak what I or the group put out here if you want to. :D

(Love the ultimate battle sprites collaboration team though, y'all are AWESOME)
(Shout out to Smirks for being super awesomely quick with all the work he has done on these)

Edited by TheErrantShepherd
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sure... got skype?

The more the merrier! Especially people who are active battle spriters. :)

Feel free to tweak/critique away, but be cool with being tweaked/critique. ;)

Just no egos, we're all on the same team! :D

Edited by TheErrantShepherd
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sure... got skype?

The more the merrier! Especially people who are active battle spriters. :)

Feel free to tweak/critique away, but be cool with being tweaked/critique. ;)

Just no egos, we're all on the same team! :D

Yes, it's Bluid.

Pffft ego is no problem for me, I don't have any. I lost all of it in the war.

Though I hope this doesn't turn into a "too many chefs ruin the stew" situation.

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Seems like a pretty cool project mind if try my hand.As far an ego goes I guess I consider myself a rather middle of the ground spriter.

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New WIP sheets...
ebb40550b42e0d800dfe695b80c9e9d9.png

EDIT:
Revamped Merc. (Some other sword Class as well perhaps?)

New dynamic, Big heavy Sword user... Medium Balanced Mercenary and Hero. Light speedy Myrmidon and Swordmaster

Our current idea is to make the classes all have a three part dynamic, the big,medium, small... Military, Academic and Mystic/Wild... And attack based, def, speed... Those three types will be mixed and matched in our new dynamic.

Like potentially, for classes already present... Brigand, Fighter, Pirate. Can apply that concept to other specialized classes too. Like the flying classes: wyvern, pegasi, Griffon/something else.

Edited by TheErrantShepherd
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  • 2 weeks later...

Yeah, I hear ya. On further reflection, thinking the Mercenary itself is actually one of the better sprites in the Vanilla set. Its stylish, its proportional, its cool. It doesn't actually need to be hugely changed.

Only tweaks I think it really needs are perhaps a more, normal attack strike, so the leaping through the air is for criticals only...

...and a cooler design perhaps that better matches the artwork of Raven and such. I feel perhaps that revamped design for Vance accomplishes that? :o

----

Anyways. Current goal is to finish up the new Cavalier animations, hopefully within a week or two.

-Lance

-Sword

-Axe

-Bow (perhaps?)

...next up will be finishing the Soldier up, so critical+Female version.

After that... well, we have about three more potential classes to revamp for PHASE ONE... maybe, hopefully, we can get those accomplished in a month or two. :D

STAY TUNED! ;)

Edited by TheErrantShepherd
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  • 3 months later...
  • 3 months later...

*blows dust off thread*

So we took a bit of a hiatus. But we have restarted work on the project.

Smirks latest work on the Cav can be seen here.

xphxtlu.gif

Current to-do:

Cavalier

-Smoothing the Cav animation.

-Finishing up other weapons

-Proportion tweaks

-Female version

Soldier

-proportion fixes

-finish javelin throw

-female version

Hopefully we can get these ones finished up... and then we will see from there what we may do. :)

Edited by ErrantShepherd
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Can you try to make it so the white on the face wouldn't be there and so the colors for the horse and human not be the same? It can give room to much more creativity on making the palettes, nevertheless, I am hyped.

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These look super sensational! I suggest the Cavalier only has one motion blur tho, it looks awkward for him to blur raise his sword, revert to normal movement and then blur slash again.

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Can you try to make it so the white on the face wouldn't be there and so the colors for the horse and human not be the same? It can give room to much more creativity on making the palettes, nevertheless, I am hyped.

That is actually a feature of this Cavalier, thanks to Alsuq.

106afedd09d8e7ac1a44abf404140c14.png

Horse and Saddle are easily separated from the rider allowing lots of freedom with palettes.

These look super sensational! I suggest the Cavalier only has one motion blur tho, it looks awkward for him to blur raise his sword, revert to normal movement and then blur slash again.

Yeah, we are working on tweaking some of the movement. Will def look into that though... Do keep in mind however they are supposed to be revamping the old sprites rather than just chucking everything. ;)

Salvaged after all. :D

Edited by ErrantShepherd
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Horse and Saddle are easily separated from the rider allowing lots of freedom with palettes.

Yeah, we are working on tweaking some of the movement. Will def look into that though... Do keep in mind however they are supposed to be revamping the old sprites rather than just chucking everything. ;)

Salvaged after all. :D

Hurray for freedom! No more fascism in palettes!

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