I wish we could have sprites that large. But with each attack taking like a second, we'd have to have sooo many different frames for just one animation
It doesn't really matter if the sprite is large or small, the amount of work to do one animation is pretty much the same I think.
What size would you need to have the sprite in?
It would be good to know the limitations that are there before I go to work.
And also i've been working on some sprites of my own for a different project as well as a very small amount for this one. What do you use to make your artwork?
I'm working with adobe photoshop CS5.1, since it's the only program that I actually have at home besides paint, gimp and an older photohop elements version. It's not the newest version but it gets the job done. But when it comes to spriting you can use paint just as well.
The most important thing to know is what direction your character is looking, and how their stance is. try standing in your character's stance, and draw a bunch of boxes and lines representing body parts. and i have no idea why i'm saying all of this
I'm going to mirror the animations anyway, since I've made Vergils Design to be symmetrical that should be possible.
If I'd do a design of DMC3 Vergil I'd have to create sprites for the different directions he is facing seperately, because of the design on his coat. Same goes for Nero, I'd have to create every attack animation twice, it would look weird if his Devil Bringer starts swapping arms.
But that's for the future, right now it's better to create concepts and then take one step at a time with spriting.