top of page
Search

Platformer Progress - Smaller Update, Reshading Moof Sprites WIP

  • jonathanluitjens
  • Mar 7
  • 2 min read

Heya, back again with a new update that while the effect will be bigger when it's done, the now is a bit of a smaller update in regards of what to show.


So I've shown a few times in the past some of my sprites made for the playable Moof, For example this is the sprite sheet for that.

Initial attempt at shading was a more gradient-ed blur of colors which upon recent looks I had realized came with a few problems..


Main ones being over-complication with adding new sprites to match the same level of blurred detail, too many forms of each color for shading at about 4+ tones each, and the fact his (rather specific RGB value) main blue was being obscured by the shading and making him look TOO dark all around.


So the easier answer is to try and re-shade his sprites, which is a lot easier said than done because I had to get help to import his spritesheet in to manually remove the shaded colors from his color palette outright, leaving me with a pristine clear and solid colored lineup.

Once this was done, I started with head shading because I have a few pre-made heads that apply to about 90% of these sprites, so the 12 head sprites cover a third of all my work, then it's a matter of shading certain body sprites that also get shared between some other aspects of sprites.


but the question isn't entirely the method, but how the result is turning out? Well, for that I also will answer with what I'm trying to do.


I'm making Moof's shading more of a Cel-Shaded style, using far less shades of each color (the blue using half it's shaded color tones), more clean divided for the shaded segments, and easier to see his bright blue when in effect.


My test run is using an Idle sprite, left uses the gradient shading, right uses the current V2 WIP

It makes Moof more cartoon-y in design, fitting his bright blue showing in more an absolute, and bonus is the better method of the headspikes, updating the design from 3 back spikes to 2, and the shading being more natural and not like a plate of stone.


Easier to the eyes than the about 5 blues the other one had with unnatural shading it also had. And since most the body types and heads in one way or another link, legs matching other legs and same to the arms, torso and head, it's less reshading and more reshading the few, and putting the pieces back together using visual guide.


Less complexity, faster progress, less colors, less complexity, overall a hopefully faster process, I already also have collision tiles lined up, the worst I NEED to do currently is make the tiles have their on-contact effect, make the enemies, sprite the tileset for levels, and find something to do about audio/coding.


I'm doing what I can do, and finding options for what troubles me, I can show more in due time, but for now, this will be all for the time from me.

 
 
 

Comments


bottom of page