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A Sprite A Day Keeps the Rust Away.


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#106 Shane

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Posted 19 March 2014 - 10:54 PM

What am I seeing.



#107 Sheik

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Posted 20 March 2014 - 11:14 AM

TileTest-0_zpsbd38c1ed.png

*leaves this at the door and walks away*

Why do you use the same colors for environment and sprites, though?



#108 Koh

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Posted 21 March 2014 - 07:11 PM

That's just me working with a restricted palette for everything.  That can always be changed by the end-user.  I'm only working with 8 colors (well 7 really, I haven't chosen an 8th yet.  Might be another blue for shallow water...)

 

TileTest-1_zps990d5bb5.png


Edited by Koh, 21 March 2014 - 07:11 PM.

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#109 Astromeow

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Posted 21 March 2014 - 08:50 PM

I like it koh but honestly you will win me over when you draw bananas in those bigger trees



#110 Geoffrey

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Posted 22 March 2014 - 11:19 AM

I agree with Astromeow, but, otherwise, I really like it; it gives more depth to the image.  My only suggestion is that you make the trunks less sausage-like.

 

GyAPfAd.png

Hi, I'm Guybrush Threepwood, a mighty pirate!



#111 Astromeow

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Posted 22 March 2014 - 12:34 PM

I agree with Astromeow, but, otherwise, I really like it; it gives more depth to the image.  My only suggestion is that you make the trunks less sausage-like.

 

GyAPfAd.png

Hi, I'm Guybrush Threepwood, a mighty pirate!

 

you did a good job designing the pirate anatomically correct! The color choice is excellent and is unique for its own style1



#112 Geoffrey

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Posted 22 March 2014 - 02:28 PM

Thank you, Astromeow!

 

An update, now with eight directions:

 

TVc5F41.png



#113 DragonDePlatino

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Posted 22 March 2014 - 02:30 PM

Thank you, Astromeow!

 

An update, now with eight directions:

 

TVc5F41.png

Duuuude, that's so perfect! The blue is a little too saturated to show up well on my monitor, but it's incredible how well you blended it into black. I'll definitely have to give that technique a shot in the near future.



#114 Koh

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Posted 22 March 2014 - 04:02 PM

@Geoffrey:  I think it looks good overall, but the lack of shading on some parts while other parts have shading seems a little awkward.  His hair looks flatter than his jacket, for example.

 

AbeiAni_zpsa2c56acd.gif

 

Speak now, what sort of other poses would NPCs need?  The only misc pose I think of is them fallen.  I plan to do 16x16 mugshots of the NPCs for the alternate textbox I made, that has a portrait slot and name slot.


Edited by Koh, 22 March 2014 - 04:05 PM.


#115 DragonDePlatino

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Posted 22 March 2014 - 04:14 PM

@Geoffrey:  I think it looks good overall, but the lack of shading on some parts while other parts have shading seems a little awkward.  His hair looks flatter than his jacket, for example.
 
AbeiAni_zpsa2c56acd.gif
 
Speak now, what sort of other poses would NPCs need?  The only misc pose I think of is them fallen.  I plan to do 16x16 mugshots of the NPCs for the alternate textbox I made, that has a portrait slot and name slot.

Ohh, very nice so far! It's cool how you managed to stick to NES-style animation and still pulled off something nice. Try looking through the graphics of Live-A-Live. That game had tons of characters and managed to convey a lot of poses in just a 16x16 space.

Edited by DragonDePlatino, 22 March 2014 - 04:14 PM.


#116 Koh

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Posted 22 March 2014 - 05:17 PM

Well really, people could make emotions out of the base portraits if they want expressionism.

Portraits_zpsa832adbf.png

I meant misc poses like the character fallen (lying on the ground), and maybe hurt XD.



#117 Geoffrey

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Posted 22 March 2014 - 08:42 PM

Thanks, DragonDePlantino.  Same to you, Koh; I may put some more work into his hair.  For the time being, here is an unfinished drawing and stabbing animation (have fun squinting):

 

4FwsphE.gif

 

EDIT:

 

lqjBRzR.gif


Edited by Geoffrey, 22 March 2014 - 09:28 PM.


#118 Astromeow

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Posted 22 March 2014 - 09:57 PM

Excellent NPC work Koh, the sprites look like monks to me, and likewise I am loving those mugshots.

 

 

Geoffrey, I cannot wait to see more of your sprites! You're making some kick ass progress; the animation brings it all together and makes for a home run  :toast:  :thumbsup:

 

 

I've been tapped of ideas and inspiration lately, so I forced myself to draw a NES vending machine to 'Keep the Rust Away' I also have been working with 3D modeling/gaming lately, too.

zelda056_zps058ea7e9.png

 

I honestly think I will try to tackle a Mirrors Edge tileset using NES PAL as my next project.



#119 Geoffrey

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Posted 23 March 2014 - 12:53 PM

I would love to see Mirror's Edge in ZC.  Go for it.

 

I now have walking sprites for three directions.  The rightward animation needs a bit of tweaking, but I am so far happy with my progress:

7aeXc4X.gif



#120 Koh

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Posted 23 March 2014 - 02:14 PM

Something''s wrong with his head when he starts walking.  What is that all about? It's not the rotation, but the way his head suddenly gains black pixels and moves a bit.  Other than that, I think it looks fine~


Edited by Koh, 23 March 2014 - 02:14 PM.



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