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I can't really tell what am I looking at on the body of the green thing with Blue/Purple hair, maybe you should change the shading a bit or adjust some details on the sprite slightly.
I'll probably have to remove the lines I put on the inside to show the turtleneck lines. I guess I tried to squeeze in too much detail.

[Image: LTTPGBTileTest_zps81b6da91.png]

Just practicing less aggressive, but still noticeable shifting on tiles. A Link to the Past's flat colors were used, while I made my own highlights and shades. Why is Zelda always my default experimental route?
Sprite I made for my 9th anniversary on another set of forums. Zelda was what brought me there, so I figured I'd make a my own sprite for the occasion.

[Image: AnniversaryLinkTrans_zps7555f79c.png]
Ah, what forum was that by any chance?
PureZC, one of the forums dedicated to the program Zelda Classic. I've not touched that progam in a long time, but it was one of the driving forces for my interest in making fan creations for the series, both graphically and with actual games through Game Maker. That community is basically like a second home to me.
Just a little quicky I did this morning.

[Image: zelda017_zps446c809d.png]->[Image: Zelda1Redux2_zps14e72f3f.png]->[Image: Zelda1Redux2_zpsc3195944.png]

Personally, I'd just replace the 32x32 clusters with tree tiles that take up a 32x32 space, and are layered atop one another. The clusters of small shrubs are fine, but that's just what I'd do for a better overall visual. But, since I just took the existing tiles and updated them....
Hmm...veeery interesting, dude! It's like if Zelda had a SNES remake BS Zelda had better graphics! Those trees are crying out for some hue-shifting, though...
yeah

right now, the grouped bushes blend together in a way that makes them look more like a pattern or texture than bushes. the details on the individual bushes look fine when they're separate, but bunched together, it actually makes them less distinguishable. i'd suggest simplifying the level of detail and trying some hue-shifting.
Sat down and messed with making ordinal sprites for Vector today. Really want to have these directions in the game, instead of just the cardinals.

[Image: VectorNewLoTrans_zps0619eb74.png]
[Image: Vector%20Spin%20Lo%20No%20Tail_zpsvz8ll1vd.gif] [Image: Vector%20Spin%20Lo_zpswcafv2bx.gif]
you're cramming too many colors in such a small sprites. remove some shades in order for the sprite to be more readable.
I'd have to say that the AA on these is super aggressive; it makes the outline stand out like a lot, and kind of makes them look blocky

Maybe reduce that a little, or maybe if you are using alpha transparency for the AA, increase the transparency a bit to make those outlines fade a bit
(10-21-2014, 07:01 PM)recme Wrote: [ -> ]you're cramming too many colors in such a small sprites. remove some shades in order for the sprite to be more readable.
If you mean the whole palette up there, only about half of them are actually in place on the sprite.  The rest are defined for when I need them later for other things, like mugshots and such.  The main sprites only ever use the flat color and the first-level shade for shading, which is why they look relatively flat.  If I remove that single shade use, he'll look even flatter. The hair uses a highlight, but only a couple of pixels within the mass.
(10-21-2014, 07:53 PM)Sevenstitch Wrote: [ -> ]I'd have to say that the AA on these is super aggressive; it makes the outline stand out like a lot, and kind of makes them look blocky

Maybe reduce that a little, or maybe if you are using alpha transparency for the AA, increase the transparency a bit to make those outlines fade a bit
I am indeed using alpha transparency.  I could experiment with 50%; the sheet here used 75%.  The GIF format doesn't support translucent pixels, however, so they're opaque on the spinning GIFs.
Just a lil something I've been working on the past couple days.
[Image: Walk%20Run%20Jump%20Smoke_zpsxaztzypt.gif]
Got transitions done, and am doing smoother animations now.

[Image: SmoothAni_zps257d00t6.gif]

Just thought I'd also share some of my implementation ideas for my ATB Battle System.

To begin with, there won't be any random battles here, but rather all the monster groups will be visible in the regular overworld view. Touching a monster group (or vice versa) triggers a battle. Monster groups will generally either pace back and forth, guard their position, or wander randomly. Coming within a certain radius of them entices them to give chase, however. How you came in contact with them (or vice versa) determines how the battle will be setup. There are 5 possible scenarios.

Normal
Occurs when the enemy group and party meet face to face. Both the enemies' and party members' ATB meters start out relative to the half mark, depending on their Speed compared to the highest Speed. The one with the highest Speed starts with their meter at the half mark, while everyone else's is scaled down accordingly.

Formation:
Code:
E   P
EE  P  
E   P

Surprised the Enemy
Occurs when the party meets the monster group from their side, or at a 50% chance from their back. The enemies' ATB meters start empty, while the party member's meters start full.

Formation:
Code:
E   P
EE  P  
E   P

Side Attack
Occurs when the party meets the monster group from their back, at a 50% chance, as long as there are at least 2 members in the party (3 max). The enemies' ATB meters start empty, while the party member's meters start full. If an enemy is struck in the back, additional damage will be delivered.

Formation:
Code:
...E P
P EE P
   E

Ambushed
Occurs when the enemy group meets party from the side, or at a 50% chance from the back. The party members' ATB meters start out empty, while the enemies' start out full.

Formation:
Code:
P   E
P  EE
P   E

Pincer Attack
Occurs when the monster group meets the party from their back, at a 50% chance. The party members' ATB meters start empty, enemies' meters start full. If an party member is struck in the back, additional damage will be suffered.

Formation:
Code:
...P  E
E  P  E
E  P
Do you really need to do ATB? Why not just have it "wait" in a while loop, then make the next character move? The waiting in ATB is functionally pointless and just wastes time.
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