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A Sprite A Day Keeps the Rust Away.


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#46 Koh

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Posted 12 February 2014 - 03:36 PM

TileTest-13_zps5e677341.png

 

Experimenting with creating these style tiles.  Will append more when I have the time.



#47 Russ

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Posted 12 February 2014 - 03:42 PM

I like the look... but I have to say, I find it really difficult to see what the character sprite is supposed to be. Like, I think I can see ears and what might possibly be eyes, but in general, it looks like it's a high quality sprite that got shrunken down to the point where I can't tell what it is anymore, rather than a sprite actually built to be recognizable at that size.



#48 Koh

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Posted 12 February 2014 - 04:32 PM

I twas drawn at that size, but I guess I am trying to squeeze a bit too much of the lightsource shading I did on the hi-res sprite on it.

 

VectorHiResFull_zps6f6fd148.png

 

I know it can be done, but I may have went too dark for the lo-res version.  



#49 Koh

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Posted 13 February 2014 - 05:11 PM

VectorTileTest-0_zps022bab6f.png

 

VectorTileTest-1_zpsf4d8a4c1.png

 

Tah-dah.  Yes, there will be a bigger size tree.  This was just testing the graphical switch.


Edited by Koh, 13 February 2014 - 05:11 PM.


#50 Russ

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Posted 13 February 2014 - 05:46 PM

I gotta say, I really like it. I can actually tell what's going on now and it just looks really good in general. Forgive my ignorance, but it this actually going to be used for something, or just sprite practice?



#51 anikom15

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Posted 13 February 2014 - 06:00 PM

Spoiler


Tah-dah. Yes, there will be a bigger size tree. This was just testing the graphical switch.

Why does the grass have more detail than the trees?

Edited by anikom15, 13 February 2014 - 06:01 PM.


#52 David

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Posted 13 February 2014 - 06:01 PM

I really like how you made the second version so much better (and the first was great already)! So great job! :D



#53 Koh

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Posted 13 February 2014 - 06:29 PM

Thanks~

I gotta say, I really like it. I can actually tell what's going on now and it just looks really good in general. Forgive my ignorance, but it this actually going to be used for something, or just sprite practice?

 

Yes, indeed this all shall.  It's practice, and to be used for one of the projects I'm working on with my partner.

Why does the grass have more detail than the trees?

It seems about the same to me.  The grass only uses 2 colors on the regular tile, both low and hi res.



#54 anikom15

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Posted 13 February 2014 - 07:00 PM

I think you should use big SNES style trees rather than dinky tiled trees. They make the grass look like shag carpet.
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#55 Koh

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Posted 26 February 2014 - 12:53 PM

A little failed experiment on doing "light-source is blocked!" shading in a 16x16 space.  My default light source is always the middle top left.

 

CustomLink2014_zpsdc4ff82f.png



#56 Koh

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Posted 01 March 2014 - 10:47 PM

GBLinkHiRe_zps9f00372f.png

I'm actually amazed at how much detail I can get in with the use of just 3 colors here.  I imagine a Newfirst version of this would look surpreme.


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#57 Shane

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Posted 01 March 2014 - 10:52 PM

Maybe I'm a lo-res kinda person, because all the sprites you do in lo-res I end up preferring the most... even though you didn't make the original GB Link tiles, of course.



#58 Koh

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Posted 01 March 2014 - 11:05 PM

This is why in the projects I'm working on, I'm having it served as an option.  It appeases both worlds~



#59 Astromeow

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Posted 02 March 2014 - 12:42 AM

zelda025_zps81399513.png

 

I don't know where I'm going with this. But I like it.


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#60 Shane

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Posted 02 March 2014 - 01:17 AM

I love it. But what's up with the floors?




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