32x32 HQ Sprite Attempt.
#1
Posted 16 November 2011 - 10:49 PM
The game itself is to follow Kenta (whom lost his memories and can't speak; at least for now. You'll learn more as the story progresses, and maybe even help him get his voice back.) and Sparkz (Kenta's Navi-like, fuzzy little companion that has the power to read Kenta's thoughts, and he can communicate with others for Kenta.) as they travel the lands and solve the mysteries behind what I like to call rebellious nature. Vines, for example, transformed into monsters that attack humans due to unknown reasons. Slimes, normally docile and tameable creatures, off of their rockers and attacking people as well. Kenta and Sparkz are out to solve the crisis once and for all. Of course, the game will have some humor and sidequests. A situation of a sidequest would be when Kenta arrives to a town that's basically overrun with bandits, and he'd help drive them out and clean out their den. But as they travel on, they not only get closer to solving the problem, but also learn more about Kenta's past and how things came to be, as he regains his memories and pieces it all together.
So, below, I have Kenta's sprite. On the left, is the normal, stretched, hand-drawn 16x16 version which is what Normal Quality will look like. On the right is the freshly hand-drawn natural 32x32 version, quality of which is featured of sprites in High Quality.
Kenta's Sprite
Random Practice
Gold/Ethan
HQ Newfirst Sprites
HQ Newfirst HUD and Items
Tall Link
Feedback on both the story and the sprites are highly appreciated .
#2
Posted 18 November 2011 - 09:40 AM
#3
Posted 18 November 2011 - 09:57 AM
Will you use these in ZQuest? and is that possible?
#4
Posted 18 November 2011 - 10:18 AM
#5
Posted 18 November 2011 - 10:24 AM
#6
Posted 18 November 2011 - 04:00 PM
I like the New First update, though I don't think it would work in ZC well. While the colors may be limited, I think it'd still stick out. Have you considered making a full sheet of Big Link sprites?
Hmm, no I didn't consider it at all. But I could try doing the other directions .
#7
Posted 18 November 2011 - 04:06 PM
Edited by Yoshimi, 18 November 2011 - 04:06 PM.
#8
Posted 18 November 2011 - 04:16 PM
The game itself is to follow Kenta (whom lost his memories and can't speak; at least for now. You'll learn more as the story progresses, and maybe even help him get his voice back.) and Sparkz (Kenta's Navi-like, fuzzy little companion that has the power to read Kenta's thoughts, and he can communicate with others for Kenta.) as they travel the lands and solve the mysteries behind what I like to call rebellious nature. Vines, for example, transformed into monsters that attack humans due to unknown reasons. Slimes, normally docile and tameable creatures, off of their rockers and attacking people as well. Kenta and Sparkz are out to solve the crisis once and for all. Of course, the game will have some humor and sidequests. A situation of a sidequest would be when Kenta arrives to a town that's basically overrun with bandits, and he'd help drive them out and clean out their den. But as they travel on, they not only get closer to solving the problem, but also learn more about Kenta's past and how things came to be, as he regains his memories and pieces it all together.
So, below, I have Kenta's sprite. On the left, is the normal, stretched, hand-drawn 16x16 version which is what Normal Quality will look like. On the right is the freshly hand-drawn natural 32x32 version, quality of which is featured of sprites in High Quality.
Kenta's Sprite
Random Practice
HQ Newfirst Link
Feedback on both the story and the sprites are highly appreciated .
#9
Posted 18 November 2011 - 06:35 PM
The first one is okay I guess, but the Link is one of the worst things you have ever made. I don't even know how to explain it, it just looks so horribly wrong. I like how you limited yourself to the colors in the original (do this more often, you seem to get better results in terms of not having that metallic or pillow-shaded look), but that Link is just outright horrible. Worse than the old Pure tileset Link that looks like he's sitting on a toilet (kind of looks like this one does too). You have to understand, the reason the 16x16 Link is so cramped is because they didn't have more space. Instead of utilizing the space creatively, you just seem to have taken the old sprite and made the pixels smaller to show more detail, but the problem is that it just doesn't work very well at all. It'd have been much better if you instead used the height of the 32x32 box, but also made Link thinner. There's no reason he has to be that wide, it just looks really bad :/
I suppose here I went with my inner instinct. Because increasing the size of his head, but not the size of his body, would look pretty ridiculous. Big head with a pole body. However, doing a 16x32 sprite is far different than what I'm showing here. While the concept isn't bad, it doesn't exactly "flow" with what I'm doing here either. Basically, if you have a graphical switch in a 2D game, you'll WANT the dimensions to match up. So, while the regular sprites may be 16x16 sprites scaled x2, the HQ sprites would have no choice but to be 32x32. You don't necessarily have to fill EVERY pixel, however, it should at least hold the same ratio as the 16x16 sprite, hence why Link's body is also scaled with his head. Now a 16x32 sprite would be a weird creature all on it's own. Half that to get normal detail, and you're saying Link is naturally 8x16. 8x16? See where I'm going with this ?
EDIT: Good examples of what I'm talking about are the PSP remakes of Final Fantasy 1, 2 and 4. Doubled the dimensions of every sprite, kept the ratios, and added more detail . Compare the following:
http://www.spriters-...1n2/sheet/10509
http://www.spriters-...psp/sheet/38479
Do you see what they did there ?
#10
Posted 18 November 2011 - 08:04 PM
I suppose here I went with my inner instinct. Because increasing the size of his head, but not the size of his body, would look pretty ridiculous. Big head with a pole body. However, doing a 16x32 sprite is far different than what I'm showing here. While the concept isn't bad, it doesn't exactly "flow" with what I'm doing here either. Basically, if you have a graphical switch in a 2D game, you'll WANT the dimensions to match up. So, while the regular sprites may be 16x16 sprites scaled x2, the HQ sprites would have no choice but to be 32x32. You don't necessarily have to fill EVERY pixel, however, it should at least hold the same ratio as the 16x16 sprite, hence why Link's body is also scaled with his head. Now a 16x32 sprite would be a weird creature all on it's own. Half that to get normal detail, and you're saying Link is naturally 8x16. 8x16? See where I'm going with this ?
EDIT: Good examples of what I'm talking about are the PSP remakes of Final Fantasy 1, 2 and 4. Doubled the dimensions of every sprite, kept the ratios, and added more detail . Compare the following:
http://www.spriters-...1n2/sheet/10509
http://www.spriters-...psp/sheet/38479
Do you see what they did there ?
#11
Posted 19 November 2011 - 02:45 PM
Again, Limited myself to the Newfirst Link Pallete. But I used those other greens, because the default greens are bright as hell. Before I realized it, however, I used up the exact dimensions o.o. If someone were to animate that, they'd have a challenge ahead of them xD.
#12
Posted 19 November 2011 - 03:45 PM
#13
Posted 19 November 2011 - 04:19 PM
#14
Posted 19 November 2011 - 04:22 PM
#15
Posted 21 November 2011 - 12:22 AM
Cascaded comparisons!
HQ Newfirst Link
Version 1:
Version 2:
Version 3:
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