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A Sprite A Day Keeps the Rust Away.


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#286 Aevin

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Posted 03 July 2014 - 04:15 AM

I'll see what I can do. Thanks for the suggestion. :)



#287 Koh

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Posted 03 July 2014 - 05:41 AM

Also, the sideview movement seems more stiff than the vertical movement.  I can see the gown movement, but the arm seems to be completely stationary.  If she's holding her gown as she walks, like lifting a dress, maybe you could denote that better with the arm going up a pixel, and the gown lifting with it.  The hat would probably flop a bit as well.


Edited by Koh, 03 July 2014 - 05:47 AM.


#288 Aevin

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Posted 03 July 2014 - 01:52 PM

Well, here's the thing. There appears to be a limitation in ZC where the wizzrobes animate quite quickly without responding to the frame rate. Not only is a flopping hat beyond the level of detail I'm going for, but at that animation speed it would look ridiculous. The same goes for dramatic arm movement. The arms do move a little, but I think anything more would be far too pronounced a movement for such a quick frame rate. It's also worth mentioning that wizzrobes don't really walk so much as they float around, and just kind of flail in place for the teleporting version.

 

If it were a normal walking enemy that I could control the frame rate for, I think your suggestions would be a lot more practical. But I'll take a look later and see what I can improve. Thanks for your thoughts.


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#289 Demonlink

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Posted 03 July 2014 - 04:01 PM

Knowing I can't depend always on someone to sprite stuff for me, I have come to the conclusion that I suck in spriting need to practice and do my stuff on my own. So, to start out, I have took the time to quickly modify a few GB NPCs and try to add a bit more of detail to these guys. The first is DragondePlatino's Deku NPC. I tried to recolor it to look more like the ones from OoT. And the second one would be a revamp of Nayru (redheaded Nayru that is XD )

 

test_zps69fdc3e9.png

 

Thoughts about this? So far, I have noticed that most NPCs use 2 shades for skin colors and the rest uses about 2 or 3 for details. But thanks to 8 bit, I'm thinking about using only 8 bit NPCs...



#290 Koh

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Posted 03 July 2014 - 04:16 PM

Not bad.  The only thing I would suggest for now, to give you some practice and to make the animation not so jerky, is to make her second frame beyond just a horizontal flip.  The way her hair changes its orientation, and jitters back and forth so much seems odd.  I know the original GB graphics did this, but this just goes to show the original isn't perfect.  Even 2 frame animations can be smooth.  But speaking of that, you could go even further and turn it into a 4 frame animation, of a 1-2-1-3 fashion. Of course, that'd be better done for a hi-res version, for smoother looking 2-frame animation simulation.


Edited by Koh, 03 July 2014 - 04:17 PM.

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#291 Demonlink

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Posted 03 July 2014 - 04:26 PM

Thanks! I'll post an update later to see how I went with the second frame change ;)



#292 Koh

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Posted 03 July 2014 - 04:59 PM

Darn it Demonlink, look what you made me do!

Nayru_(Oracle_of_Ages).png

 

NayruHi-Res_zps27398d55.png

 

I'm gonna sue you for all your pizzas!



#293 Demonlink

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Posted 03 July 2014 - 07:17 PM

Oh no! Not my pepperoni! :lol: That looks gorgeous Koh by the way! :)

#294 RetraRoyale

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Posted 03 July 2014 - 07:20 PM

Did anybody notice that she only has 1 toe on each foot? That's really weird.


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#295 Demonlink

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Posted 04 July 2014 - 09:29 AM

Well, taking in mind what Koh said, I tried to have something going on. What I tried to do was have Nayru's hair "jump" up and down instead of a simple horizontal flip like he mentioned (very unnatural I should say :lol: ) Results:

 

test2_zpsfdf884fb.png

 

PS: Sorry for the image, I still don't know how to make a Gif :P



#296 Koh

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Posted 04 July 2014 - 10:02 AM

It seems to look fine; the only part that's weird with the 2nd frame is how her head comes to a sharp corner at the top left,  If there was one more pixel above the beginning of that bang there, I think it'd look fine.



#297 Demonlink

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Posted 04 July 2014 - 10:38 AM

Okay, so far I finished Nayru's new look:

 

test3_zps2a4fb8e9.png

 

For the side profiles, instead of just flipping it, what do you guys suggest for having in the left or right profile that it's opposite doesn't have? Another thing, what do you think of the back view? I don't see I can do much about it...


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#298 Koh

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Posted 04 July 2014 - 10:22 PM

Looking good to me~  How fast is she supposed to animate?

 

Also...

 

Is there a reason why the smileys use so many colors, and still look flat XD?

 

SmileysTrans_zps891767cd.png

Smile_zps01e2a803.gif


Edited by Koh, 04 July 2014 - 10:24 PM.


#299 Shane

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Posted 04 July 2014 - 10:35 PM

needs pink/brown hair #original joke

Looks nice. The orange is a bit jarring.

#300 Moonbread

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Posted 04 July 2014 - 10:46 PM

Because they're not supposed to be too distracting is why.  The current smileys being flatter and not so dynamic means they don't draw too much unneeded attention to themselves.




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