The Loneliness of the Long Distance Running Guard
by fredelios
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend hours fine-tuning them so that they won’t clash to much with their neighbouring frames.
The process has been a rather simple one, with mainly selecting and re-colouring the jacket on all sheets and copy-pasting the fedora over the guard caps, although some re-drawing proved necessary, not to mention having to do some final fine-tuning on both guard#1 and guard#2’s running animation, since their arm motions were a bit wonky and they somehow had ended up looking like they were limping.
Now I don’t want to be accused of being able-ist or something, but I would rather prefer to have these particular security guards and agents being able run without limping. Granted a wheel-chaired guard could be relatively easy to depict, with his flash light directly mounted on the frame, leaving at least one hand free for such things as acceleration so that he’d still be able to pursue our main character, guns blazing.
Although the knocked-out animation would be bothersome, especially if it meant that the wheelchair tipped over, which would make the following “no longer unconscious” animation even harder to make, I mean, how strong would his arms have to be to un-tip himself?
Then again, while Joe Swanson is a cartoon character I’m sure there are plenty of wheelchair-bound people with damn strong arms.
‘Sides this is the FBI we are talking about, (or are we?), I’m sure the handicapped people they hire for night-time guarding are mighty enough for such things.
In fact, I’ll ask my producer right now!
But anyway that is now a future story to tell.
Now where was I?
Ah yes, the re-skinned version of guard#1.
The reason for our beloved guard#2’s existence is simple, variation is the spice of life.
Now some may say that spice is the spice of life, but they’re drunk and we shouldn’t listen to them.
Variation is key, I tell you, instead of facing hordes of light-blue-jacketed guards with flash lights we now have a god 50/50 mix of light-blue-jacketed guards and dark-blue-jacketed guards with different hats.
The third hatted version will be finished sometime later this week, and as such he’s not even worth mentioning here.
He could of course get the chance of gaining his 15 minutes of fame next week, but the look my producer gave me regarding the guard in the wheelchair tells me I’ll have something more interesting to write about by then.
Hello Simon!
Nice blog you got to going here! And a rather fun and different post then the once I have read before.
You did go of topic rather much during your post. I am not sure if this is a problem though I thought it was rather fun so it was fine by me, tough I would have wanted a little more about your work this week in the post. Other than the sidetracking I think that your post was well written and interesting.
With your animation I must point out that you have succeeded well in giving it life, though I wonder what is happening with his right shoulder on some frames. It looks like it is deforming and then returning to its former state. Might be something to think or go back and fix, might be a lot of working if you have done a lot of sprite sheets. It also sounds like you are having a bit of a hazel with making sprite sheets because you have not used this before, I can recommend using Sprite Sheet packer (http://spritesheetpacker.codeplex.com/) which is a free program that makes sprite sheets in less than a second.
I think you did very good with the highlights on the hat. One thing to do while working with details when you know the picture will be scaled down in the end is to zoom out a lot. You must have a general feel of how big your animation or picture will be on the screen when you are done scaling it. So if you zoom out in till It is the right size on the screen then you can easily check if the details will be valuable or not.
Well good luck with your game and anything in the future!
Rain in Spain
Simon Strandh