Kaed Posted April 17, 2016 Posted April 17, 2016 Something that's always bugged me about the straight jacket's sprite is that it is a full-bodysuit for some incomprehensible reason. Even the item sprite is just a jacket, like the situation normally presents itself. I think that the bottom half of the in-game sprite should be cut off, so the characters legs are not in it. It's to restrain the arms, not the legs, and this reflects in the fact that you are still able to walk or run just fine in a straight jacket, rather than being hobbled.
Nanako Posted April 17, 2016 Posted April 17, 2016 i agree, this made little sense. It shouldn't restrain the legs in any way
Nanako Posted April 22, 2016 Posted April 22, 2016 (edited) Well this issue annoyed me, and it also seemed simple enough to serve as my first foray into spriting Simple preview Files: https://drive.google.com/file/d/0B0aQOsW6nXKgbGdqMThGaTJ4Z28/view I made up a .dmi that should work perfectly on import. Just delete the old straight_jacket sprite state in suit.dmi, and then import this one Aside from cutting off the bottom, i also slightly altered the front and rear images a little. Darkened them, increased contrast, so they fit more appropriately with the side images, which were already darker and more contrasted. I believe the overall result looks better Also modified the world/on-table sprite Edited April 22, 2016 by Guest
LordFowl Posted April 22, 2016 Posted April 22, 2016 Don't forget that for clothing sprites there are two different sprites - the actual icon, how it looks when not worn, and then how it looks when worn.
Nanako Posted April 22, 2016 Posted April 22, 2016 Don't forget that for clothing sprites there are two different sprites - the actual icon, how it looks when not worn, and then how it looks when worn. There's three actually. The worn version, the held-in-your-hand version, and the lying-in-a-closet version Good point though, ive updated the world sprite too, link in previous post is updated The in-hand model is fine, no changes needed there
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