those black lines are making your sprites too flat. Also, you shaded the door like a gradient, which only worsens its quality. It doesn't even look like an opening door, but a rectangle that misteriously shrinks laterally.
Also the shine inside the door=more pillowshading.
You are right, but these doors use strictly 3 colour palettes due the limitatons of the good and old NES.
In a 8x8 pixelfield you can't have more then three colours + the background colour.
If you were going to colour a metallic door in 8bit, how would you have done it?
As for the door with incoming light, I couldn't imagine a better solution as I was going to go above the limit.
Edit: I have seen your very detailed guide for graphics now. I will redo all of my tiles I made for the games I have been working on so far.
(07-02-2011, 03:49 AM)Thanatos-Zero Wrote: [ -> ]If you were going to colour a metallic door in 8bit, how would you have done it?
this question is silly, go look up some references of 8bit metal doors
(07-02-2011, 12:03 PM)another coyote not that one Wrote: [ -> ]this question is silly, go look up some references of 8bit metal doors
Indeed this question was!
I hope that this one is far more accepted.
You have my thanks Gors!
Edit: I have changed the black lines now. Thanks again Gors.
Edit2: I have read once more your comments you gave me a while back.
It makes me to doubt about myself. Perhaps it is better to stop spriting alltogether, before It gets worse..
I got recently the request of a hacker from Board2. He wants from me that I do for him a King Man in 8-bit, which is based on Dive Man as you can see.
Since it is going to be used in a ROM, I had to work with the 3+1 colour limitation on 8x8 pixelfields so it can be inserted later without problems.
I need some critisism for the mugshot now I made.
I am unsure if I have done the shading correctly, according to the light source.
Edit: I have finally found the mistake. It was my bad sense for 3D again, but that is no longer a problem.
The old version reminded me to much of Master Mikael from Rockman ZX Advent anyway.
I have good and bad news. Good: The pawn missles and the head of the king were quickly done.
Bad: I can't imagine for myself a proper design for the sprite itself. I am trying to create a design which don't look rediculous, but unique and something which isn't edited out of Diveman.
It drains my energy away, that my brain cannot figure out the perfect design, which use all of the space I have here optimal.
Ugh... It seems I will waste several weeks on it before I get a design which satisfy me, but it will be a design which look bad in the eyes of others.
Perhaps it would be wise to give me advice on that matter.
A King Man with a cloak only will look boring and a knightly appearance with cape will take the chess element away. Also to give him big one quarter sphere shaped feet will look even more pathetic (How can such a shape be practical?!).
Either I have to redo the mugshot by removing the cloak or I have to go with the ludicrous cloak design.
Or it is my own idiocy that prevents me from accepting an easier design.
Edit: Yes! Finally a satisfying design!
Edit2: Now four sprites are remaining.
Edit3: Now three sprites are remaining.
Criticism please?
you're using way too much dithering on your sprites, a technique that isn't used frequently in Megaman sprites.
So... I should remove/reduce the dithering from the sprites for the sake of keeping them in the original Rockman style? I will let my client decide on that matter. In any case l have made for you all three versions, so that nobody can complain. One sprite is still missing though.
Edit: Since there were conflicts with the palette, in my client's romhack, I have changed the mugshut and the colour of the cape.
The name of the romhack is "Megaman 4 - Project Peace"
Here to the thread:
http://acmlm.kafuka.org/board/thread.php?id=6900
I honestly really dig kingman's animations. I prefer the original pallete for aesethic purposes but conflicts with the romhack are understandable. I would say your bottom row kignman(one iwth the least dithering) is pretty much the most spot on one oyu have to the style, the others come on too strongly with the dithering.
I had to change some sprites, because there was in fact less space then I had anticipated, just a few 8x8 tiles.
(07-10-2011, 12:43 PM)The Pope of Dope Wrote: [ -> ]I honestly really dig kingman's animations. I prefer the original pallete for aesethic purposes but conflicts with the romhack are understandable. I would say your bottom row kignman(one iwth the least dithering) is pretty much the most spot on one oyu have to the style, the others come on too strongly with the dithering.
Thank you for your kind words.
As for the palette, I used grey it because my client changed the cloak colour in the select screen.
Lately I was practicing on 8bit pillars. That is my result:
100% made from scratch
Kingman will be done, sooner or later.
Those pillars are looking really nice, and so's Kingman! Looking forward to what you've got next.
Kingman is finally complete! (It was about time!)
I need your advice guys.
I have the odd feel that I have pillow shaded the room.
(07-18-2011, 10:53 AM)Thanatos-Zero Wrote: [ -> ]Kingman is finally complete! (It was about time!)
just a heads up: that megaman-styled boss looks nothing like a megaman-styled boss.
megaman sprites use clean shapes with barely any shading on them, putting readbility over small details as a priority.
and yes, they NEVER use dithering.