PlataGO! Modding - 11 - Walking Enemies 01 - Goo'N'Goblin


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Walking enemies 01 - Goo'N'Goblin

As they rose, they put one feet, claw, paw, tentacle or whatever in front the other.


Let's continue working on the CC0 asset pack resource to be used with 2d platformer level editor PlataGO!

From now on, it will seem as if the process has been really smooth and fluid by just reading through the devlogs. (I you really read all the entries so far, let me warmly thank you, and don't hesitate to say hi in a comment!), however it really took me some time to properly figuring each monster out.
Let me recap the constraint I had to work with here:

Engine constraints:
- No choice but to respect PlataGO! sprites size
- No choice but to respect PlataGO! number of animation frames

Personal constraints:
- Try to the maximum to go to a consistent artstyle
- Use ONLY resources that have been released under a CC0 licence, so I can release the remixes under the same licence.

Walking monster A: The Slime Monster

For my first monster, I wanted to calmly warmup. I already had this slime monster by Radomir Dopieralski in mind. I think it's going to make a perfect basic enemy for the game. Easy to aim, slow and with few hp.

The original spritesheet had a 4 directions walk cycle, but I only needed to use the rightward one:

I had only a few tweaks to make to adapt it to the DB32 Palette, then a simple color swap did the trick.

Thus I could give it a little more contrast yet remaing close to the original.
Walking enemey A in PlataGO! has a 4 frames walk cycle, so after making sure that each frame is properly aligned, let's move on to the next monster.


Walking Enemy B - The Goblin Monster


This one took a while, as I had several candidates for it, but I finally setteld on this goblin character published by OGA contributor MoikMellah. This pack features various goblin variations, and I chose the "Goblin Guard" one.
After careful examination, it seems to me that it would be a good fit even though the general proportions are a bit too much realistic to my taste.

Goblin Monster by MoikMellah

The decisive factor was the already existing 6 frames walking cycle, which was exactly what I needed!

However, I quickly realized that its highest frame in the walk cycle would exceed 32 pixels in height, so I had to shorten him a little.

I cut one row of pixel in the legs in the calf region, and another one at the chest level. The original sprite has long arms, and I want to keep that as it gives him a more monstrous and slightly grotesque appearance.
By doing so, I created some angular lines that I had to correct where it happened.



Once this was done, I played a little witht the colors and ended up with 8 nice color variations.

Now, do you remember what I said about the proportions being a bit too realistic? 

Guess what, days after completing the spritesheet, for the redaction of this article, I opened it again and I had that  thaught:

"Hey what if I made the head 200% bigger so it will look more SD?

Well actually, 200% was way too big of a scale up, but with a 150% upscale and a few tweaks, it looked quite good!

Sometimes it's worth to let a work "simmer" and get back to it after a few days with a fresh eye and refreshed energy. I'm happy I went the extra mile to make the head bigger, I  really think it's much more consistent with the rest of the art direction now.
The good news is that as I already made the spritesheet with the realistic proportions, I have now a second spritesheet with the bigger head to release under CC0 licence, yay!



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