(07-24-2009, 04:11 PM)Sploder Wrote: Now he looks like some robot from a mecha anime...
Anyway, I think you should make the goggles the same way that you did with the first one, so it's nice and shiny. The hair looks okay, and accurate to the sprite, but not so much accurate to that larger pixel art you showed earlier. Finally, about the face, I think one of the things that makes it look a bit weird would be the line right under his eyes. I know it's supposed to separate the snout from the face, but it kinda looks a little strange.
Looks like V4 would be a merger then. Stick around for a preview.
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(07-24-2009, 04:13 PM)blah475 Wrote: I'll just work on a sackboy AT.
It is quite obvious you do not know how to sprite yet.
So, try something else first.
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Like I said, I'll stick to editing. But I geuss I can try to sprite small things..
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07-24-2009, 05:17 PM
(This post was last modified: 07-24-2009, 05:18 PM by MaverickETC.)
Fixed the eye area and played with the GB-version's colors a bit.
How would I go about making the 8-bit sprites 8-bit?
you should use 4 colors (transparent included) per 8x8 tile.
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I've been gone for a while, stopped working on Ridley, and have come back. Probably won't get a lot of work done very quickly, especially since Ridley is a lot more difficult than Gooey was (go figure).
I haven't an actual sprite for an idle pose, but I do have a sketch; it's easier than making an outline because it's very rough, I guess. All I'm looking for is a pose that isn't awkward that maintains the idea of the Super Metroid-styled Ridley's idle pose and the style of Ridley in Brawl. So:
http://i164.photobucket.com/albums/u33/o...ketch2.png
I'm looking for a 'good' or a 'bad' on the pose (and, if you're feeling particularly helpful, an explanation why) so I can either move forward or tear my hair out and try again.
In before "It's too big". I made it that large for a larger margin of error and because it was easier to sketch with a tablet.
Now I need to find a way to tweak the muzzle so it can look better, any thoughts before I start the sheet? I've modded this at least four times.
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07-24-2009, 06:07 PM
(This post was last modified: 07-24-2009, 06:17 PM by Kinanza.)
Tuna, I need your opinion on this.
I haven't gotten to moving the arms yet or adding the other leg, This is just practice. If you say it's good, then I will shade it and move on to the other one.
One thing you must realize however, I've been working on this for hours, and I still don't know your meaning of "noodle limbs".
(07-24-2009, 06:07 PM)Gaia Wrote:
Now I need to find a way to tweak the muzzle so it can look better, any thoughts before I start the sheet? I've modded this at least four times.
That's actually better. He looks like he has a great stance and the colors are pure.
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(07-24-2009, 06:07 PM)Gaia Wrote:
Now I need to find a way to tweak the muzzle so it can look better, any thoughts before I start the sheet? I've modded this at least four times.
OMG Now it looks more like Sparkster Gaia can't wait to see the rest of your work!
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Gorsal Wrote:you should use 4 colors (transparent included) per 8x8 tile. kthx
The new one is another attempt before I read Gorsal's post.
I hope I took a step in the right direction with the newest one, though. I had to make some compromises using 3 colors.
@Estian, the stance looks nice. Although, I think Ridley should have both his palms facing downward.
I wanna say that, even though it might be kinda awkward, that his stance could a small hover above the ground...
But back to the sketch, I say that's a good stance. I think you should use it.
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Well, got the walking poses down.
Now it's time for me to shade.
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(07-24-2009, 06:07 PM)Kinanza Wrote: Tuna, I need your opinion on this.
I haven't gotten to moving the arms yet or adding the other leg, This is just practice. If you say it's good, then I will shade it and move on to the other one.
One thing you must realize however, I've been working on this for hours, and I still don't know your meaning of "noodle limbs".
I'm going to go ahead and comment on this even though it was directed at TU.
'Noodle' legs in this sense means that his leg is curved too much. Either you aren't taking two 'bones' into account (thigh and calf) or you are making the 'flesh' around the bones morph too much around them to produces smooth curves. What's more, your current method will require a lot of work to make a good-looking walking animation, because you're only doing one leg at a time. This means that when you finish one leg and go on to the other, that leg you 'finished' will have to be editted constantly for it to work with the WIP leg.
To fix your noodle-leg problem, sketch two straight lines connecting end-to-end (and bend them on that axis while keeping the segments themselves straight) for the bones of each leg, then add space on either side (in a consistent manner taking rotation into account, meaning you don't just make perfect curves around them) of each bone to flesh it out. And you'll really have a much easier time of it if you do both legs at the same time. Sketch all the bones for both, then flesh both out, I mean; you'll probably want to use different colors for the left and right legs to keep track of which is which.
Looking at your current WIP that you just posted, having 10 frames for that animation is causing some problems for you. Namely, he's lifting his feet too high off the ground. I'd cut off at least two frames and try to speed it up a bit.
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07-24-2009, 07:37 PM
(This post was last modified: 07-25-2009, 01:41 PM by Gameboy.)
(07-24-2009, 01:07 PM)Shyguy Grey Wrote: (07-24-2009, 01:00 PM)A.J. Nitro Wrote: GB, what do you mean by "Gameboy Games" for different A moves? If it's anything like his M&L Gameboy project he did a while back, then he means that his attacks will be based on various games.
For example, side a could be Wario land which would cause gameboy to charge forward wario style, unless he meant something differnet.
This basically. What will happen is that each game will have its own set of A moves, and it will be totally based on the game. Meaning, if I have Wario Land, all of the moves will be originated from Wario Land, and no other Wario game. Pokemon Red and Blue will have distinct variations, but may still feature a wide assortment of attack types. Here's what I'm thinking so far:
Game - Game Boy's Transformation - Average description of fighting style
Super Mario Land - Changed pallete to an orange - Will fight on an average level. Most moves will come from enemies. Will also feature a superball projectile
Metroid II - GB will wear some sort of armor - Mostly will be focused on shooting weaponry from GB's screen
Link's Awakening - GB dons a link hat - Sword play will be mainly used
Pokemon Red - GB's wears Red's hat - Power is Red's game. Slow, but effective
Pokemon Blue - GB's wears a blue version of Red's hat - Speed and Recovery will be Blue's game. Many moves that can be dealt quick, but remain weak will be played
Pokemon Yellow - GB's wears a yellow version of Red's hat, and has a mechanical Pikachu that will follow him - Strategy will be the biggest asset. Pikachu will attack with you as a loyal partner
Kirby's Dreamland - The eyes on GB's screen grow larger and have a gleam - All of Kirby's original abilities, except copy, will be implemented
Donkey Kong Land - GB obtains a tie that is labeled GB -Whatever DK does I guess
Wario Land - GB sports Wario's trademark nose on screen - Wario's moves, such as the shoulder bash, and some enemy moves as well
Yoshi's Cookie - GB will wear a chef hat - I'm stumped here. I guess something with cookies and some Yoshi licking
Basically I will want allot of ideas for the attacks. Don't worry, I plan on making it all, just slowly.
Any other suggestions are welcome.
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(07-24-2009, 07:32 PM)Estian Wrote: (07-24-2009, 06:07 PM)Kinanza Wrote: Tuna, I need your opinion on this.
I haven't gotten to moving the arms yet or adding the other leg, This is just practice. If you say it's good, then I will shade it and move on to the other one.
One thing you must realize however, I've been working on this for hours, and I still don't know your meaning of "noodle limbs".
I'm going to go ahead and comment on this even though it was directed at TU.
'Noodle' legs in this sense means that his leg is curved too much. Either you aren't taking two 'bones' into account (thigh and calf) or you are making the 'flesh' around the bones morph too much around them to produces smooth curves. What's more, your current method will require a lot of work to make a good-looking walking animation, because you're only doing one leg at a time. This means that when you finish one leg and go on to the other, that leg you 'finished' will have to be editted constantly for it to work with the WIP leg.
To fix your noodle-leg problem, sketch two straight lines connecting end-to-end (and bend them on that axis while keeping the segments themselves straight) for the bones of each leg, then add space on either side (in a consistent manner taking rotation into account, meaning you don't just make perfect curves around them) of each bone to flesh it out. And you'll really have a much easier time of it if you do both legs at the same time. Sketch all the bones for both, then flesh both out, I mean; you'll probably want to use different colors for the left and right legs to keep track of which is which.
Looking at your current WIP that you just posted, having 10 frames for that animation is causing some problems for you. Namely, he's lifting his feet too high off the ground. I'd cut off at least two frames and try to speed it up a bit.
I did try at fixing the noodle legs on those frames, and besides, he's walking; it's not very noticeable, but I understand what you're saying. What you're saying about having different colors to keep track of the legs, that's what I'm doing right now, but cutting frames off? Well I'm not sure...
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(07-24-2009, 07:37 PM)Gameboy Wrote: (07-24-2009, 01:07 PM)Shyguy Grey Wrote: (07-24-2009, 01:00 PM)A.J. Nitro Wrote: GB, what do you mean by "Gameboy Games" for different A moves? If it's anything like his M&L Gameboy project he did a while back, then he means that his attacks will be based on various games.
For example, side a could be Wario land which would cause gameboy to charge forward wario style, unless he meant something differnet.
This basically. What will happen is that each game will have its own set of A moves, and it will be totally based on the game. Meaning, if I have Wario Land, all of the moves will be originated from Wario Land, and no other Wario game. Pokemon Red and Blue will have distinct variations, but may still feature a wide assortment of attack types. Here's what I'm thinking so far:
Game - Game Boy's Transformation - Average description of fighting style
Super Mario Land - Changed pallete to an orange - Will fight on an average level. Most moves will come from enemies. Will also feature a superball projectile
Metroid II - GB will wear some sort of armor - Mostly will be focused on shooting weaponry from GB's screen
Link's Awakening - GB dons a link hat - Sword play will be mainly used
Pokemon Red - GB's wears Red's hat - Power is Red's game. Slow, but effective
Pokemon Blue - GB's wears a blue version of Red's hat - Speed and Recovery will be Blue's game. Many moves that can be dealt quick, but remain weak will be played
Pokemon Yellow - GB's wears a yellow version of Red's hat, and has a mechanical Pikachu that will follow him - Strategy will be the biggest asset. Pikachu will attack with you as a loyal partner
Kirby's Dreamland - The eyes on GB's screen grow larger and have a gleam - All of Kirby's original abilities, except copy, will be implemented
Donkey Kong Land - GB obtains a tie that is labeled GB -
Wario Land - GB sports Wario's trademark nose on screen - Sword play will be mainly used
Yoshi's Cookie - GB will wear a chef hat - I'm stumped here. I guess something with cookies and some Yoshi licking
Basically I will want allot of ideas for the attacks. Don't worry, I plan on making it all, just slowly.
Any other suggestions are welcome.
Awesome can't wait to see what you accomplish!
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