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A Sprite A Day Keeps the Rust Away.


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#316 Koh

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Posted 06 July 2014 - 10:00 PM

None of those graphics are used anymore, but thanks for the feedback.  I'm redoing all the graphics to fit what I brought up a few pages ago...

_woc1_resolution_settings_by_tamerkoh-d7

 

My OCD is probably going to have me redo these once more, and I may just drop it to two settings in the end, because after trying to draw some things in Lo, there simply isn't enough room to get some of the detail I need, like his facial expressions changing on his mugshot.  You've a grand total of two pixels worth of room for the mouth; unless of course, I find something else works when I redraw.


Edited by Koh, 06 July 2014 - 10:01 PM.

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#317 Demonlink

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Posted 09 July 2014 - 12:40 PM

enemies_zps802593a5.png

Small edits of default DoR enemies. The bubbles are my edits while basing Shiek's mod of the keese were also slightly edited according to his. As for the gels, they are simply a recolor from Shiek's MZC alternative set. Finally, the like like from MC, I added it a black outline to see if it would be more "DoRish" and avoid style clashing. I still doubt a bit about the like like though



#318 anikom15

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Posted 09 July 2014 - 02:15 PM

None of those graphics are used anymore, but thanks for the feedback. I'm redoing all the graphics to fit what I brought up a few pages ago...
_woc1_resolution_settings_by_tamerkoh-d7

My OCD is probably going to have me redo these once more, and I may just drop it to two settings in the end, because after trying to draw some things in Lo, there simply isn't enough room to get some of the detail I need, like his facial expressions changing on his mugshot. You've a grand total of two pixels worth of room for the mouth; unless of course, I find something else works when I redraw.


I'm glad you're using a quarter-turn view as opposed to sideview. Acting 101.

#319 Koh

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Posted 11 July 2014 - 10:45 PM

I'm glad you're using a quarter-turn view as opposed to sideview. Acting 101.

Sooooooo....do you like it?  *beats head against wall*

 

Was bored, so I present to you...colors!  Colors, colors, colors.

 

LTTPColorTrans_zps7ec4ae90.png

Take the base color of the original color, and make more colorful colors for coloring.


Edited by Koh, 11 July 2014 - 10:47 PM.


#320 Haylee

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Posted 12 July 2014 - 04:21 AM

I don't mean to be rude, but the pure Black outline makes it look horrible. Everything else about it is fine.



#321 Shane

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Posted 12 July 2014 - 04:33 AM

I don't quite like the pure black outline myself. Also I'm not sure why Link looks sunburned, and his belt looks like a pixel mess. I can't say I'm a fan. :shrug:


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#322 Koh

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Posted 12 July 2014 - 05:40 AM

The original didn't have a pure black outline because there didn't exist third level shades.  Introduce those, and you'll see how they overstep the darkness of the original outline.  Restore the darkness level with the additional shades by adding more darkness.

 

Give only the entities such as characters and items the pure black outline, and non black colors on tiles, and you get the perfect amount of distinguishing Entities from Non-Entities.  Tiles less saturated (but still color shifted) versus more saturated entities also help.

 

And you end up with...an example I'll post later, after I apply the works to some tiles.

 

Also, I gave Link a lightsource, from the middle top left.  What you're seeing is all the shading falling to the bottom right.  Everything should have a consisent lightsource.


Edited by Koh, 12 July 2014 - 05:42 AM.


#323 Shane

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Posted 12 July 2014 - 05:59 AM

wat_png__by_katysz__by_katysz-d6j542d.pn

I think there are more ways to sprite something distinguishable. Softer black outlines can work on sprites, and sharp black outlines can work for environmental tiles. It depends on the style I guess. But there are people who will express how they will feel about such styles. Keeping a style is fine, so long as you don't try to dismiss other styles as inferior.

 

(Edit: Re-added my post, the forum glitched on me and deleted my post while I was adding in my sprites. Apologies for that.)

 

Anyway,

FOM1Jev.png

Random overworld sprites. Please do not use.


Edited by Shane, 12 July 2014 - 06:18 AM.

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#324 Koh

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Posted 12 July 2014 - 06:11 AM

I'm not dismissing them as wrong; I'm just working to show you what I mean visually~  Softer outlines are fine, if done well.  A personal pet peeve of mine, however, is the anti-aliasing that destroys the outline; it feels super inconsistent to me, and I absolutely loathe it.  Why have part of an outline?  The outline defines the edge of a sprite, and to totally distrupt the flow of it irritates me.


Edited by Koh, 12 July 2014 - 06:12 AM.


#325 Shane

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Posted 12 July 2014 - 06:24 AM

It's one of the reasons why I love Gameboy Zelda graphics. Most of their graphics are simple, readable and pleasant to look at. I wish more games would go for that style.


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#326 Koh

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Posted 12 July 2014 - 07:02 AM

I didn't want to spend too much time on the cliffs, but you get the idea.

 

LTTPColorBG_zpse01ee2da.png


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#327 Astromeow

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Posted 12 July 2014 - 09:15 PM

I didn't want to spend too much time on the cliffs, but you get the idea.

 

LTTPColorBG_zpse01ee2da.png

 

I love it. It looks like your style, but a DoR and new age LttP. Kudos on pink hair.

 

 

Environment

zelda017_zpsdd0068c1.png


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#328 Koh

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Posted 12 July 2014 - 09:51 PM

The coloring and such looks very good there!  Is that all still using the colors available on the NES palate, or did you drop that?



#329 NoeL

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Posted 13 July 2014 - 04:07 AM

I'm not dismissing them as wrong; I'm just working to show you what I mean visually~  Softer outlines are fine, if done well.  A personal pet peeve of mine, however, is the anti-aliasing that destroys the outline; it feels super inconsistent to me, and I absolutely loathe it.  Why have part of an outline?  The outline defines the edge of a sprite, and to totally distrupt the flow of it irritates me.

There are different ways to AA outlines - some good, some bad. "Selective outlining", which is basically AAing into the background, is bad. Here's an old piece by me before I knew what I was doing. Note how the outline looks ok on light backgrounds, but totally falls apart on dark backgrounds:
playerlame.png

You can, however AA an outline if you only do so on the inside, and or change the tone of the outline in line with the light source (e.g. with a top-left light source you can make top-left outlines brighter):
momgood.png
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#330 Astromeow

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Posted 14 July 2014 - 03:25 PM

The coloring and such looks very good there!  Is that all still using the colors available on the NES palate, or did you drop that?

 

It uses that NES palette. Thanks for diggin' it!




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