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#1666 Moonbread

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Posted 03 November 2015 - 10:22 PM

To be fair, they were labeled as rupees, so you can't fault Lunaria for thinking so. :P  Everything you drew is from Zelda in a Zelda-based program, so there's no reason to think it's not.


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#1667 MoscowModder

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Posted 05 November 2015 - 10:48 PM

Hey guys! I'm gonna shove the Silencer in your face yet again! This time, its high-detail cutscene image has been updated with proper 16-color shading and a simple 2-frame animation.

 

Silencer_Detail.png

Silencer_Detail_New.gif

Once again, taking away colors just makes it look so more colorful, and taking away my sloppy attempt at "realistic" shading makes it look more real. Contrast is fun.

 

This isn't the version you'll be shooting baddies up with in the space level (see below), but you will get a good look at it in at least 4 short cutscenes, so the effort that went into this will not be wasted.

 

 

(The playable sprite - not animated here but it is in-game)

Silencer_Sprite.png


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#1668 Shane

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Posted 12 November 2015 - 05:52 AM

WwOBHmX.png

 

A larger and more detailed version of a character from my quest Lost Historia, inspired by several characters. Work in progress obviously, having trouble with the body and legs. I don't know if this will be in the quest and incorporated into a cutscene similar to the Oracle games or just otherwise spriting practice.

 

Any tips or help would be cool.


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#1669 Astromeow

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Posted 12 November 2015 - 07:41 AM

I would suggest somehow incoroporating better light source, as I see your character using pillow shading.

 

The outlines may benefit from different shading style instead of black lines all around.

 

Please refer here for pixel art instructions

 

So far though, I enjoy what you have made. Color choice isn't bad


Edited by Astromeow, 13 November 2015 - 04:18 PM.

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#1670 Lightwulf

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Posted 13 November 2015 - 03:08 PM

Pretty good, Shane! :D

 

A couple points of constructive criticism:

  • The shoulders only look fine if this guy is supposed to have shoulder pads that make the cloth stick up in sharp corners like that.  If he doesn't have shoulder pads, I advise making the shoulders tapered/curved on the corners,
  • For the hands, the thumb's shape would be in front of the forefinger.  Right now it looks like the finger is in front of/takes precedence over the thumb. Moving a couple black pixels down to show the outside curve of the thumb should fix this.

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#1671 Shane

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Posted 14 November 2015 - 09:12 AM

Astromeow: I agree about the lack of a light source. However, I'm aiming to make a sprite with this style in mind. So outlines that aren't 0,0,0 are out of the question.

 

Lightwulf: actually, I envisioned that more as armor than cloth, I just wanted to go with something abstract and different. However, maybe when I get to a more angular pose, I'll include shoulder pads. I agree about the thumb though.

 

Thank you both for your feedback! I might redo this, using this as a reference. It's gonna be a daunting task, but I want to improve.

 

Edit: yeah no. Haven't got the patience to do this. Ah well. Maybe I will pick up on this later.


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#1672 Mani Kanina

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Posted 14 November 2015 - 01:36 PM

If that's the style you want to go for, then you need more flat shading then what you're using currently. You might also have to be more conservative with details if you want it to look good. Also, full frontal shots might not look the best for that. :v
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#1673 MoscowModder

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Posted 24 November 2015 - 09:58 PM

Enough remakes. Time for something new!

 

Mecha%20Pilot.gif

This guy is the most powerful non-boss enemy in the game. They're going to put some SERIOUS hurt on you in Ignition LVL7 if you're not careful. This attack here is a very powerful exploding shot that will likely be among the most powerful attacks in the game, including bosses.

 

These are some things that I paid special attention to, that I hope I got right:

1. His movements are slow and ponderous at first, then more jerky as the motion finishes. This big thing has momentum.

2. The pilot bounces around the cockpit as it moves, especially as the shot fires.

3. The blaster crackles with energy once it's fully-charged, because it's VERY powerful but inefficient. While imposing, this war machine is far from modern.

 

Bonus: Once you kill it, its pilot (the most common enemy in the game) jumps out for one last shot at you.


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#1674 MoscowModder

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Posted 13 April 2016 - 10:35 PM

Enough new stuff. Time for a remake!

 

SoulfireCombo.gif

This is the new Soulfire. It's faster, more brutal, and a whole lot more pink! Run away!

Also, you can't tell, but this attack is going to shake the screen with the second hit, when the blue shockwave appears. If it wasn't clear in the old version, this update makes it clear that Soulfire is BIG and powerful.


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#1675 Feenicks

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Posted 16 April 2016 - 10:34 PM

darknut.png

Some Firebird-compatible Darknuts. Still need to do the shieldless tiles, but those shouldn't be too horrible.

Edit: here's everything.


Edited by Feenicks, 17 April 2016 - 01:15 PM.

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#1676 trudatman

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Posted 16 April 2016 - 11:10 PM

that's pretty good stuff, there.  I hope you follow through with the shieldless ones.



#1677 Orithan

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Posted 16 April 2016 - 11:56 PM

ALnqOoi.png

 

Here's a WIP version of some Firebird Stalfos for us to use.


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#1678 grayswandir

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Posted 25 April 2016 - 12:59 PM

So, I'm using Koten, and decided I wanted a giant rope as a mini-boss.

X9qeBmK.png

Thoughts?


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#1679 FireSeraphim

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Posted 25 April 2016 - 10:30 PM

Not too shabby actually. Although the eyes could use some work.



#1680 MarinaraSauce

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Posted 03 May 2016 - 04:39 PM

xMi2w7d.png

 

A quick screen I made using my Pokemon GSC tileset.  Once AP tests are over for me on Thursday I think I'll work on it some more.


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