What am I seeing.
A Sprite A Day Keeps the Rust Away.
#106
Posted 19 March 2014 - 10:54 PM
#107
Posted 20 March 2014 - 11:14 AM
*leaves this at the door and walks away*
Why do you use the same colors for environment and sprites, though?
#108
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...)

Edited by Koh, 21 March 2014 - 07:11 PM.
- strike, Jared and Embc93 like this
#109
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
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.

Hi, I'm Guybrush Threepwood, a mighty pirate!
#111
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.
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
Posted 22 March 2014 - 02:28 PM
Thank you, Astromeow!
An update, now with eight directions:

#113
Posted 22 March 2014 - 02:30 PM
Thank you, Astromeow!
An update, now with eight directions:
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
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.

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
Posted 22 March 2014 - 04:14 PM
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.@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.
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 DragonDePlatino, 22 March 2014 - 04:14 PM.
#116
Posted 22 March 2014 - 05:17 PM
Well really, people could make emotions out of the base portraits if they want expressionism.

I meant misc poses like the character fallen (lying on the ground), and maybe hurt XD.
#117
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):

EDIT:

Edited by Geoffrey, 22 March 2014 - 09:28 PM.
#118
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
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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.

I honestly think I will try to tackle a Mirrors Edge tileset using NES PAL as my next project.
#119
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:

#120
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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