09-11-2009, 02:41 PM
09-11-2009, 04:41 PM
(09-11-2009, 02:41 PM)ninspriterx Wrote: [ -> ]I thought we were changing the style.
Not recoloring everything.
Changing the style doesn't mean always to do the sprite again. If we change the sprite, the size will be different. Besides, we cannot change the sprite, because this sprite IS based in the Brawl's mario!
09-15-2009, 04:23 AM
(trying to be nice, though i sometimes come off mean)
Programming every little character will be a bitch and a half if there aren't standard sizes.
hit boxes/bounding boxes with be unique for every character.
I'll let everyone in on a secret:
-sprites are a pain in the ass to program/animate(codewise)/collide with if they are a random size pulled out of your ass (aka not a power of 2). I've been through this numerous times, and have just recently hit a problem in Delicious Wonderbros.
Rippers may have noticed this but dismissed it as nonsense, but if you ever plan on making spriting a career you're going to have to follow the rules. With the introduction of 3D, people could make sprites any size they wanted and apply it as a texture to a planar screen, but programmers are still restricted to size limits. When you revamp this style, use powers of 2 (2^2, 2^3, 2^4, etc...). That is why 16 is the generic tile size. That is also why i support 320x240 or 480x320 as the standard viewport for most sprite-based games. Thanks for reading all this crap, now you can flame me for ruining your fanatsies about spriting.
Programming every little character will be a bitch and a half if there aren't standard sizes.
hit boxes/bounding boxes with be unique for every character.
I'll let everyone in on a secret:
-sprites are a pain in the ass to program/animate(codewise)/collide with if they are a random size pulled out of your ass (aka not a power of 2). I've been through this numerous times, and have just recently hit a problem in Delicious Wonderbros.
Rippers may have noticed this but dismissed it as nonsense, but if you ever plan on making spriting a career you're going to have to follow the rules. With the introduction of 3D, people could make sprites any size they wanted and apply it as a texture to a planar screen, but programmers are still restricted to size limits. When you revamp this style, use powers of 2 (2^2, 2^3, 2^4, etc...). That is why 16 is the generic tile size. That is also why i support 320x240 or 480x320 as the standard viewport for most sprite-based games. Thanks for reading all this crap, now you can flame me for ruining your fanatsies about spriting.
09-15-2009, 05:41 PM
If I'm correct, most of the fangames based off this project are made in Game Maker, which isn't too hard to do non-power of 2 numbers. There's also one in Flash, but I don't know how that one works.
But yeah, if we were coding this from scratch, it'd be much easier to standardize sizes.
But yeah, if we were coding this from scratch, it'd be much easier to standardize sizes.
09-15-2009, 05:57 PM
(09-15-2009, 05:41 PM)Sploder Wrote: [ -> ]If I'm correct, most of the fangames based off this project are made in Game Maker, which isn't too hard to do non-power of 2 numbers. There's also one in Flash, but I don't know how that one works.
But yeah, if we were coding this from scratch, it'd be much easier to standardize sizes.
I believe the one that's being used is the flash engine unless I'm mistaken. I'm not sure how hard it is to do sprites in that, but it seems like the guy who's doing the engine hasn't had any trouble so far.
09-15-2009, 07:11 PM
I'm really liking this. Simpler style would be great because it's not easy to sprite in the old style... >>
Mario is good, though colors are kind of off... The very last one posted seems a bit dull and the hues are odd...
Hate its shading though. Do not want, its shading needs to be redone. Also just for there reference, if we're planning on reducing shades, then they need to be farther apart in terms of value, otherwise the shading will look retarded.
Oh forgot to mention, Mario's also out of proportion if you look closely. Body is a bit too big and head too small -- it would be a lot easier to get the face perfect if this was fixed.
Mario is good, though colors are kind of off... The very last one posted seems a bit dull and the hues are odd...
Hate its shading though. Do not want, its shading needs to be redone. Also just for there reference, if we're planning on reducing shades, then they need to be farther apart in terms of value, otherwise the shading will look retarded.
Oh forgot to mention, Mario's also out of proportion if you look closely. Body is a bit too big and head too small -- it would be a lot easier to get the face perfect if this was fixed.
09-15-2009, 09:02 PM
I agree about Mario's head-to-body ratio. That was one of the "more cartoony" aspects I was talking about.
09-15-2009, 09:33 PM
(09-10-2009, 01:18 PM)JoseFran Wrote: [ -> ]Are you talking about the center sprite? xDYour colors look way too bright, and saturated for smash bros.
This is the final sprite that we have done.
The other two are my version and his version xD
09-15-2009, 09:36 PM
(09-15-2009, 09:33 PM)CeeY Wrote: [ -> ]Brawl, maybe. Melee? 64? They're fine.(09-10-2009, 01:18 PM)JoseFran Wrote: [ -> ]Are you talking about the center sprite? xDYour colors look way too bright, and saturated for smash bros.
This is the final sprite that we have done.
The other two are my version and his version xD
09-15-2009, 10:41 PM
If we're changing the style I'd actually rather have it be more vibrant.
09-16-2009, 12:11 PM
So I had a chat with Tb2k where I had proposed an idea:
Opinions?
NorskSengir Wrote:16x16 boxes. Make everything in 16x16 boxes arranged in shapes. Mewtwo could fit an 'J' shape no sweat. This allows for more artistic freedom and simpler programming. This will require maybe a little bit more processing power, but it shouldn't be a very visible change.
Opinions?
09-16-2009, 05:54 PM
I see no problems with that. It should work okay.
In fact, isn't that the way older sprite-based games were done? Hence why old-school Ridley is SO tiny?
In fact, isn't that the way older sprite-based games were done? Hence why old-school Ridley is SO tiny?
09-16-2009, 06:28 PM
Oh, I was looking at another sprite, I think... >> Disreguard what I said, except:
- The proportions have GOT to be fixed. They're off by quite a bit.
- Emblem on the hat is placed incorrectly.
And about the 16x16, possibly... I'm hoping sizes wouldn't need to be changed drastically?
- The proportions have GOT to be fixed. They're off by quite a bit.
- Emblem on the hat is placed incorrectly.
And about the 16x16, possibly... I'm hoping sizes wouldn't need to be changed drastically?
09-16-2009, 11:39 PM
(09-16-2009, 05:54 PM)Sploder Wrote: [ -> ]I see no problems with that. It should work okay.
In fact, isn't that the way older sprite-based games were done? Hence why old-school Ridley is SO tiny?
It's exactly how.
09-16-2009, 11:45 PM
Before we commit to that, let's see if it's necessary.