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A Sprite A Day Keeps the Rust Away.


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#91 Koh

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Posted 14 March 2014 - 04:22 PM

Discount Insurance?  Is it sponsored by Geico?  Looking good I think.  The use of dithering is a little bothersome to me, but it's not overkill I suppose.

 

RCLW_zps9a5f1482.gif

 

You can probably tell what I was going for with the walking animation here.


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#92 anikom15

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Posted 14 March 2014 - 04:56 PM

Koh, your high res frames are wonky.

#93 Astromeow

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Posted 15 March 2014 - 09:34 PM

My first tackle at building exteriors! Indeed I outlined the entire building which is bigger than the tiles I chose to show here. Still have lots of detail to add!

 

Also. Im using more earth real, rustic colors in the sprites. I think these look better than my previous works. ENLARGED X2 FOR SHOWING

zelda036222_zps69a7253f.png


Edited by Astromeow, 15 March 2014 - 09:38 PM.


#94 Geoffrey

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Posted 15 March 2014 - 09:54 PM

I really enjoy your artistic style, Astromeow.  Your work reminds me of a painting with several layers of thick paint layered on it so as to give it a unique texture.


Edited by Geoffrey, 15 March 2014 - 09:54 PM.

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#95 Astromeow

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Posted 15 March 2014 - 10:03 PM

Thank you for recognizing my unique style! I find it easy yet challenging and VERY REWARDING to draw sprites. Plus it helps me relieve some stress and emotion.

 

Thing is I can't draw what pro's would call a 'proper sprite'. Meaning, I know I use too much rough texture, improper light source, excessive dithering, etc.

 

However, if you ask me, my style is so unified in it's roughness that the imperfections blend together and make a perfect, if it makes sense



#96 Koh

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Posted 16 March 2014 - 07:19 PM

TileTest-0_zpsbd38c1ed.png

*leaves this at the door and walks away*


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#97 Astromeow

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Posted 16 March 2014 - 07:24 PM

ground detail tiles, maybe? Like those dirt with green three grass blade tiles common in Zelda graphics

 

Other than that, I love it all. Just, what are, those blue blobs at the upper left screen? Bushes?



#98 Shane

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Posted 16 March 2014 - 07:26 PM

The outlined tiles look weird alongside the non-outlined tiles. Otherwise it's nice, I can't say more though. It reminds me of DDP's enhanced classic tileset.



#99 anikom15

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Posted 16 March 2014 - 07:29 PM

The ground is very plain.

#100 Geoffrey

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Posted 16 March 2014 - 07:51 PM

If you never release those I will cry.



#101 Moonbread

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Posted 16 March 2014 - 09:26 PM

I'm trying to imagine it with a more detailed ground, but honestly, I just like it the way it is- the plain ground suits it very well.

 

I have to admit, I do think the Link tiles could use some more work.  Link's southern movement frames look rather stiff, in particular.



#102 Koh

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Posted 17 March 2014 - 11:36 AM

I'll work on that more when I do the tiles again.  As for Link walking down, maybe his arm going  back needs to go up one more pixel; I was trying to retain the amount of bobbing done on the standard two-frame sprites (none for Up/down, 1 pixel for Left/right).

 

Lastly, this.

 

TextBoxAni_zpsf6a69e44.gif



#103 Astromeow

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Posted 17 March 2014 - 11:53 AM

Capcom should have hired you for the Oracle game text. Kick ass string you got going on there, wonderful contrast in the letters!

 

-----------------------

 

zelda039_zpsf2708638.png

 

Need opinion. What does this room feel like? Im a little stumped on what to decide the room theme to be. Maybe laundry room?


Edited by Astromeow, 17 March 2014 - 12:48 PM.


#104 Koh

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Posted 17 March 2014 - 12:51 PM

First thing that came to mind was a bathroom, because o the floor tiles.



#105 Astromeow

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Posted 19 March 2014 - 10:45 PM

zelda042_zps849e2a08.png

 

im tired. maybe its getting to affect my work now.

 

anway I drew here hi-resolution Taj Mahal




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