DDP's Sprite Workshop - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Custom Sprites / Pixel Art (https://www.vg-resource.com/forum-127.html) +--- Thread: DDP's Sprite Workshop (/thread-25764.html) |
RE: DDP's Sprite Workshop - Kelvin - 10-27-2014 I think his shooting arm looks just a pixel too thick. Something like this: RE: DDP's Sprite Workshop - DragonDePlatino - 10-27-2014 Another day, another bit of progress! Here are all of MM1's items, as well as damaged and sliding frames. It seems that I'll be able to fit all of Mega Man's major animations into just 3 CHR rows, so if I end up with some extra space I'll put more work into the running animation to make it look more smooth. I also took into consideration adding a thicker arm to my Mega Man. Thanks, MIDI! What basic animations does it look like I'm missing? I know I still need throwing sprites, but what else? RE: DDP's Sprite Workshop - -Ash- - 10-27-2014 (10-27-2014, 10:29 PM)DragonDePlatino Wrote: Another day, another bit of progress! Here are all of MM1's items, as well as damaged and sliding frames. It seems that I'll be able to fit all of Mega Man's major animations into just 3 CHR rows, so if I end up with some extra space I'll put more work into the running animation to make it look more smooth. This should help RE: DDP's Sprite Workshop - DaHog - 10-27-2014 Awesome sprite wok, DDP! Now just hack MegaMan into an actually bearable game. RE: DDP's Sprite Workshop - E-Man - 10-28-2014 The way Mega Man walks looks a little stiff to me. Maybe try to have him lean a little bit forward? RE: DDP's Sprite Workshop - DragonDePlatino - 10-28-2014 Hmmm...maybe something like this? I know the difference isn't that big, but I have a 24px width limitation on how big Mega Man's non-shooting running sprites can be. If I make the animation any larger than that, it'll add more sprites to the CHR ROM (bad) and make Mega Man flicker a lot more in-game (very bad!) RE: DDP's Sprite Workshop - Kelvin - 10-28-2014 By moving the head and shoulders forward by a pixel or two, then just adjust the front of the chest to match, you could make him look like he's leaning without increasing width, since his arm already reaches forward. Unless I'm seeing the partitioning wrong. RE: DDP's Sprite Workshop - DragonDePlatino - 10-28-2014 Well, since the subject's been brought up, here's how I've set up Mega Man's running animation! A lot of NES characters were animated like this, so pay close attention if you're looking to make some old-school sprites! For starters, my Mega Man has 3 frames for his running animation. Here, the 8x8 tiles that make up his frames are represented with red, blue, green and gray. To make each of Mega Man's running frames, I mix together these four tiles to get a running animation. The 8x8 tiles don't have to be perfectly aligned, but if I break their boundaries then I'll have to add entirely new 8x8 sprites. And if I make Mega Man 4 tiles wide, then sprite flickering will become an issue because the NES can only draw 8 sprites on a scanline before flickering. RE: DDP's Sprite Workshop - DragonDePlatino - 11-10-2014 Well, I think I can call my Mega Man sheet done. I'll be submitting it to the main site in a day or two once I'm happy with the sprite sheet. Now with that finished, here are some Mario tiles! And I'm aware this kind of thing has been done to death, so I stuck with strict NES restrictions to mix things up. Everything here (minus the sprites) would probably take up roughly 32 minitiles. Man, I'd so love to see a Mario game with graphics like this. The NES had so much potential! RE: DDP's Sprite Workshop - NES Mario Tileset - -Ash- - 11-11-2014 Whats this, some sort of Mario rip off? Geez man, not cool. All joking aside these are really nice, I like the use of blues to show objects in the background. Though something about the koopa disturbs me, maybe since it looks as if his head is coming from the top of his shell rather than where it is meant to come from. Could try angling the shell or try placing the head more forward. Other than that, looks really nice. RE: DDP's Sprite Workshop - NES Mario Tileset - Kelvin - 11-11-2014 Ooh, I love that! Someone should totally do a Mario NES hack or homebrew using those. RE: DDP's Sprite Workshop - NES Mario Tileset - DragonDePlatino - 11-15-2014 In celebration of the recent release of Mother: 25th Anniversary Edition, I've decided to upload all of the project's graphics to the Spriter's Resource. Here's a sheet with all of the battle sprites, with more to come: In addition, here's what the planned game icon will be: RE: DDP's Sprite Workshop - NES Mario Tileset - DragonDePlatino - 01-01-2015 A looong time ago, I attempted to create a graphics set for the infamously-complicated Dwarf Fortress. I used sprites from my DawnLike project and worked in a 16x16 resolution, but quickly found that the sprites were unreadable when viewed at the game's 1x zoom. I later ended up quitting the project due to how unsatisfied I was with the results... Fast forward 11 months, and I've decided it's time to retackle this project. I'm ditching the DawnLike sprites and starting from scratch in a 24x24 resolution with a custom palette. Here's my progress so far: (In order from left to right) Small base, Base, Large Base, Olm Man Human, Dwarf, Elf, Kobold, Worm Ant Man, Goblin, Frog Man, Reptile Man, Frog Bat Man, Snake Man, Fish Man, Cave Swallow Man Bluejay, Cardinal, Grackle, Oriole, Blackbird Penguin, Small Penguin, Emperor Penguin, Penguin Man, Giant Penguin Peregrine Falcon, Peregrine Falcon Man, Giant Peregrine Falcon, Kiwi, Kiwi Man Giant Kiwi, Ostrich, Ostrich Man, Giant Ostrich My goal here is to create a series of 24px graphics that, when viewed at 1x zoom on 1920x1080 monitors, are still sharp and discernible. I'm intentionally keeping the style simple because I'll need to draw thousands of these sprites and I want the style to be easy for programmers to imitate. What do you guys think? RE: DDP's Sprite Workshop - Dwarf Fortress Tiles - DragonDePlatino - 01-02-2015 Made some more progress on my graphics set. Today, I finished spriting all 84 of Dwarf Fortress' birds. Yes, because of it's incredible complexity, Dwarf Fortress finds it necessary to have 84 different varieties of birds. In total, there are 336 bird sprites, 112 of which are unique (no icons). For the giant birds I added arrows, and for the undead birds I added green skulls. (In order from left to right) Crow, crow man, giant crow, raven, raven man, giant raven, cassowary, cassowary man, giant cassowary, kea, Kea man, giant kea, owl snowy, snowy owl man, giant snowy owl, sparrow, sparrow man, giant sparrow, stork white, white stork man, Giant white stork, loon, loon man, giant loon, owl barn, barn owl man, giant barn owl, parakeet, parakeet man, giant parakeet, Kakapo, kakapo man, giant kakapo, parrot grey, grey parrot man, giant grey parrot, puffin, puffin man, giant puffin, swan, Swan man, giant swan, lorikeet, lorikeet man, giant lorikeet, wren, wren man, giant wren, osprey, osprey man, Giant osprey, emu, emu man, giant emu, cockatiel, cockatiel man, giant cockatiel, lovebird peach-faced, peach-faced lovebird man, giant peach-faced lovebird, Magpie, magpie man, giant magpie, kestrel, kestrel man, giant kestrel, albatross, albatross man, giant albatross, owl great horned, Great horned owl man, giant great horned owl, eagle, eagle man, giant eagle, hornbill, hornbill man, giant hornbill, lovebird masked, Masked lovebird man, giant masked lovebird, bushtit, bushtit man, giant bushtit. RE: DDP's Sprite Workshop - Dwarf Fortress Tiles - The KKM - 01-08-2015 this is looking very nice and is now making me want to go re-readd the old tale of fort Boatmurdered. the sprites are cute, clear, easiily distinguishable. Good job. |