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Koh's Sprite Joint - Printable Version

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RE: Koh's Sprite Joint - Zadaben - 01-29-2014

I am someone who likes to look at colorful, bright things, but I have to say that that latest mockup is much too bright and loud and saturated, it hurts my eyes to look at it. Maybe tone down the colors just a little bit and then you're golden. Also, your water tiles have different motions, which looks nice in the beach scene but in the smaller pool in the second image it's very strange, as the center chunk has a tide while nothing else does.


RE: Koh's Sprite Joint - Gors - 01-29-2014

the trees are out of style, way too much detail that ruins it. looks more like sisal than a tree


RE: Koh's Sprite Joint - Koh - 01-29-2014

Looking back on it, I can definitely see the deal with the trees. Trees forever remain my kryptonite; that was actually a type two tree. The first one was here: [Image: TileTest-5_zpsde3fcfcf.png], but it looked a little weird to me too.

(01-29-2014, 01:22 AM)Major Major Major Major Wrote: I am someone who likes to look at colorful, bright things, but I have to say that that latest mockup is much too bright and loud and saturated, it hurts my eyes to look at it. Maybe tone down the colors just a little bit and then you're golden. Also, your water tiles have different motions, which looks nice in the beach scene but in the smaller pool in the second image it's very strange, as the center chunk has a tide while nothing else does.
This one, I can explain. The entirety of the palette I've used for these tiles have come from the colors used on TLoZ NES's tiles: http://www.spriters-resource.com/nes/thelegendofzelda/sheet/8375/
I haven't added or taken away any colors from what I was given there, so I was jsut working with the colors I had available xD. Maybe using the gray instead of the blue on the cliffs might work? I haven't checked if it was dark enough for that, though.

(01-29-2014, 05:16 AM)Gors Wrote: the trees are out of style, way too much detail that ruins it. looks more like sisal than a tree
That's what those things are called! I could never find the term XD.

Anyway, thanks for all the feedback~ I'll look into it when I pick it up again.


RE: Koh's Sprite Joint - Kitsu - 01-29-2014

I think the old trees look kinda nicer, but might still have too much detail compared to the other tiles.


RE: Koh's Sprite Joint - Gors - 01-29-2014

the problem is that you are trying to represent each 'bang' of the tree, when they could be represented in a single shape with some texturing.

the rocks in that mockup are kinda busy-looking too, i suggest shading it like a 'polygon' instead of banding the lines. It'll make for a simpler to read, easily shaded rock.


RE: Koh's Sprite Joint - Sketchasaurus - 01-29-2014

The saturation of the green used here is really loud and rather unappealing to look at, particularly in the large quantity that it's used. it interferes with the readability of the player character, which is a big don't in effective design; you want to make it easy for the player to keep track of the character (and enemies, key objects, etc.) while still maintaining a stylish look. if you're using colors from the NES palette, there are a few greens that would work better.

[Image: xmj5.png]


RE: Koh's Sprite Joint - Koh - 04-10-2014

[Image: LTTPLinkHR_zps448da47e.png]
Just for funsies.


RE: Koh's Sprite Joint - Koh - 04-14-2014

[Image: _woc1_resolution_settings_by_tamerkoh-d7ehqhr.png]
Lo, Med, and Hi Res.
People would be able to switch between any of them at any time in the options menu. Which do you like best?


RE: Koh's Sprite Joint - Level 1 - 04-14-2014

Med is probably my favorite, though can't see his other arms


RE: Koh's Sprite Joint - Kelvin - 04-23-2014

Medium res is my fave too. I gotta say, you are really good at remastering sprites. I might just hire you to help me make high-res versions of my games one day. ^^


RE: Koh's Sprite Joint - Koh - 04-28-2014

It can be fun, seeing what kind of detail you can add, while maintaining the style of the original.

[Image: FontResses_zps3fae0f81.png]
Lo and mid resolution font. Lo doesn't have enough space for lower case, so everyone would be talking in all caps rage, ha ha.


RE: Koh's Sprite Joint - Gors - 04-28-2014

(04-28-2014, 08:33 AM)Koh Wrote: It can be fun, seeing what kind of detail you can add, while maintaining the style of the original.

[Image: FontResses_zps3fae0f81.png]
Lo and mid resolution font. Lo doesn't have enough space for lower case, so everyone would be talking in all caps rage, ha ha.

[Image: d094127e6a0714c16db8f7a8b59ad9b9.png]
[Image: d61ec60e6531fe64d2347bb43ab65e64.png]


RE: Koh's Sprite Joint - Koh - 05-07-2014

I stand corrected, ha ha. Thanks for that; I drew some in a similar format. I just don't like that some of them are cut off, which is what I was working around when I drew them manually.

In other practice...

[Image: LinkExperimentSpin_zps03778ae8.gif]
Baby, you spin me around ♫

Definitely good practice; it's not often I draw ordinal directions.


RE: Koh's Sprite Joint - Kelvin - 05-07-2014

Tiny cute Link sprite with 8 directions? *puts hand to temple* I'm sensing... Oracle series remastered?


RE: Koh's Sprite Joint - E-Man - 05-07-2014

Funny you should mention that, Midi. You see, a former member on this web site once arranged a small team to create something like that (including creating the third Oracle game). Ideas from the game include being able to enter a world inside Farore (complete with "doodle" enemies), Farore herself turning to stone, and getting to fight Wart and a female Flare Dancer. Currently, I think the project is canceled.

I would direct you to the guy who was arranging it all, but he just recently deactivated his DA account.