Old Skool AGI Character Animations! :D

Started by LordHart, Thu 20/05/2004 12:37:50

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LordHart

Following up on the success story that is Brad Bradson (::)), I am making a proper character sprite of him, and decided to do it based upon the old AGI sprites.

Numbered left to right:
1, 2, 3, 4 - Brad Bradson...
5 - Visy (Creator of Lassi Quest) as a Rastaman...
6 - Brad beaming in...
7 - Brad shooting...

Original Size:


2x Size:



4x Size:


Any C&C? I'm going to be adding more and more as soon as I've done them, so keep checking back. :D

HillBilly

Why is he lifting his right leg when he's talking? I think you should drop making his hand gigantic when he walk. Also, try to centre his mouth a bit when he speak?

Except from that, great stuff.  :)

Damien

Looks good, the only thing you need to do is fix his up and down views so that he moves one pixel up like in the sideview animation.
And maybe add one frame to the talking animation for letter o.

visy (the guy who made Lassi Quest)

lovely brad :)

I waiting to see my rastaguy in AGI :D
Still working on 8-bit stuff, mostly NES and Atari 2600:
http://oldskool.wamma.fi

trylle

The AGI resolution is, internally, 160x200, so if you want to stay true to the AGI feel, you have to use double-wide pixels in the x dimension (especially on the hobo). Great stuff, though. :P

Peter Thomas

#5
Os, this is great and you know it. (I am only saying this because you are on irc and if I say otherwise you shall "teh slaughter the Pete" as I know you would).

Seriously, though. Those graphics are exactly what I would expect from Old Skool AGI. Great stuff.

EDIT: Just to clarify, I think the mouth and hands are MEANT to be that way. It's the whole feel of Old Skoolness. I think. Talk to os.
Peter: "Being faggy isn't bad!"
AGA: "Shush, FAG!"

LordHart

#6
Quote from: trylle on Thu 20/05/2004 14:10:48
The AGI resolution is, internally, 160x200, so if you want to stay true to the AGI feel, you have to use double-wide pixels in the x dimension (especially on the hobo). Great stuff, though. :P

Yeah, I dont think I'll restrict myself to the double width pixels, so I'll be able to get a bit more detail out of them.

EDIT: Yes, they are supposed to be that way... and the up and down walk views have no bob in them... thats how Sierra originally made them. The talking animation is very simple, so go along with the style, as the original game didn't have animations for talking as it only had speech in a message box.

Nacho

I think that the AGI attempt is good... the only problem is that I don't like that blockoheads...  :P
Are you guys ready? Let' s roll!

Daniël Brooks

I see you like to use Agistudio for your graphics... ::)

LordHart

Yes... AGI Studio is a great resource. But I'm doing the graphics in Photoshop...

DanClarke


Phemar


What? That's just a trace of Roger...LIke the rasta though...

LordHart

Quote from: Zor© on Thu 20/05/2004 16:06:12

What? That's just a trace of Roger...LIke the rasta though...

Well, the rasta is pretty much a paintover as well... what else, apart from totally abandoning the AGI look do you think I could do? Any suggestions?

Darth Mandarb

#13
Oh man I'm back in 1988 ...

These are totally sweet!Ã,  I love the old-sk00l look/feel.

Everytime I feel like I've been with AGS for a long time something comes along and makes me feel like a n00b again.

What is Brad Johnson Bradson?

** dm ducks **

LordHart


Darth Mandarb

What a GREAT game!!

I know feel like I truely belong here :)

Oh look ... a Klingon!

Daniël Brooks

Wasn't there an actual agi-game that made his way to the ags-forum not so long ago? 

I can't seem to find the thread though... ???

LordHart

Yes, Enclosure made its way here. Probably the best AGI game ever if you ask me... amatuer & commercial included...

Nacho

Rodekill's attempt to make a blocko version of its maravellous saga had success?
Are you guys ready? Let' s roll!

LordHart

Oooh, done a beaming one and a shooting one now.  :)

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