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Newee's Sprite Thread: Featuring Sprites!
Here's my attempt to fix the readability.

[Image: A_Link_to_the.png]
I also changed the colors and clothes a little to help fix the problem.

Also, I've been working on the first dungeon now!
[Image: Dungeon.png]
I had no real idea of how the BG should look so I kinda just used...shapes.
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Hm, I think using different sized bricked cobbled together would do the trick. Try something like this.

[Image: 250px-NSMB1-Tower.png]
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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Thanked by: Neweegee
'K, changed the BG like you said.
[Image: screenshot_12.png]

And now I updated Link's entire spriteset to match the new sprite.
Here's some:

[Image: spr_link_walk_0.gif][Image: cave.gif] [Image: spr_link_hit_0.gif]
Plus I added some more stuff in the game which means we're getting closer to a demo!




Also
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Is there any reason why Link's walk (backpedal ?) looks so weird?
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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Yeah, it looks like Link is scuffing his feet. I'm with TSG; I can't tell if he's going forward or backward on it.
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it would also be cool to add a turning around animation for when he enters the door
[Image: XeE6VeC.gif]
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(12-09-2014, 04:22 PM)TheShyGuy Wrote: Is there any reason why Link's walk (backpedal ?) looks so weird?

I was lazy and edited a 4 frame walk into a 6 frame walk
I didn't know how to make it look.

[Image: spr_link_walk_0.gif]
I edited the legs so it should look smoother




Quote:it would also be cool to add a turning around animation for when he enters the door

Done
[Image: ani_cave_0.gif]
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Smoothness isn't the problem. He isn't lifting his legs when they go forward.
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[Image: Lwalp.gif]
I lifted up his legs when they go forward.
It should be fixed now right...?


Also added NES scrolling to the game's dungeons, so they can be more like the original game's dungeons.
It was easier to program than I thought!
[Image: 4nd_Link.gif]

Also I finished Scrafty's sheet

[Image: Scrafty_Sheet.png]
Right click and use "View Image" if it looks blurry and crap(Horizontal sheet was not a good idea)

[Image: ani_scrafty.gif]
Skuuuuuull BAAAAASH!!
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The foot doesn't lift until it's already in front of him. It should lift on the way there. As it is, he still looks like he's scuffling. Also, both legs are shaded practically the same. I'm watching the animation at a much lower speed in Aseprite, and I still get confused about which leg is forward. It ALMOST looks like the legs have 3 frames while the upper body has 6.

By the way, do you have to do that annoying Castlevania after image? It's distracting, doesn't look good, and serves no purpose.
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I can't explain anything about the shadow after-image effect because I don't really know why I added it in the first place.
So it's gone



[Image: Walkinga.gif]
This is another try, I moved the front leg up earlier and edited some shading and some other stuff.

If this this still doesn't look right, I could add a darker shade of the white color or maybe just redo the animation.
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I like the way it looks so far...though theres one fundemental problem............................

When the left foot moves forward, the right arm comes forward and vice versa. You got it backwards.

Edit:I'm not implying to use the above for a run cycle ref. I just wanted to show the issue.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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Like ShyGuy said, when running, limbs in the same side move same in opposite positions. Also the left arm looks really weird. It looks like it pops out of his chest, then another problem, instead of going back it looks choppy and it disappears.
[Image: rHiHaRN.jpg]
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Alright, his arms' animation has been made more smooth and swapped and thus fixed!
[Image: image.gif]


And now I've been doing some more Wario stuff.
[Image: Wario_Charge.gif]   [Image: Main_Front_strip3.png]
[Image: Main_Other_strip3.png]  [Image: Wario_Pull.gif]

Also, if you remember my Zoroark spritesheet(which was the first Mario-Style sheet I made), you should know that I've got much better at spriting since then, thanks to everyone who helped me make spritesheets!
So I thought I should try to resprite it.

[Image: Zoro_X.gif]
I know, it almost looks like a giant compared to the original, but I don't think Zoroark is supposed to shorter than Mario himself, anyway.
even if all of my Pokemon's sizes are broken
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Thanked by: E-Man, Joxon
Good work fixing Link. Looks like it works to me.

As for Zoroark, I say keep the smaller one around as a mini form, like Mario after being hit, and do the big one as his normal form. Though, I think he could stand to be a bit leaner.
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