Mit's Sprites and Such - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Spriting and Pixel Art (https://www.vg-resource.com/forum-14.html) +----- Thread: Mit's Sprites and Such (/thread-22257.html) |
Mit's Sprites and Such - Mit - 01-01-2013 hey everybody, this is my first topic here and such. I came from MFGG and I'd like crits and such on my recent spritework, especially since I know I need a lot of work on some aspects, specifically bigger sprites and I think I could do better on shading. anyway, here's my stuff - the rest of these are a lot newer than the previous sheets, and mostly use the same style - sorry if that last one is a bit messy, it's being used for a game and some of the smaller things are edits (the ink splats, grate tiles and water), but the Gooper Blooper (parts), Bloopers, etc are custom. this is for a community game we're making on MFGG, and I made my sheet for it, and it should be done- here are some 8-bit-ish Kirby sprites that follow the rules of 8-bit sprites (I hope)- and lastly, a few months ago or something I made some sort of timeline for my custom Marios, so it should give you a good idea of how far I've come sprite-wise, since some of these are from several years ago - sorry for the wall of sprites, C+C is appreciated, etc etc. RE: SupaMit's Sprites and Such - Bombshell93 - 01-01-2013 these are the kind of sprites that make me have to lower a book to questionable places. Very nicely done, the contrast of your colours is near perfect and your animations seem fairly clean. What sheet in particular would you like help with and what seems to be the problem officer EDIT: I've been looking at your 8-bit kirby sheet and have concluded it is not 8-bit Though following NES rules its colour depth is far beyond that of 8-bit. 8-bit colour is R3 G3 B2 Red and Green channel can have the following values (0-255 format) 0, 36, 73, 109, 146, 182, 219, 255 And blue channel can have the following values (0-255 format) 0, 85, 170, 255 its a common mistake and though I do enjoy the style, the limitations may increase your contrast which is a bit lacking in that particular sheet. RE: SupaMit's Sprites and Such - Previous - 01-02-2013 (01-01-2013, 11:05 PM)Bombshell93 Wrote: EDIT: I've been looking at your 8-bit kirby sheet and have concluded it is not 8-bit Sorry to drop in and derail further but I just have to state that you are just as wrong! :> For one, if people talk about "8-bit" sprites, they usually don't talk about colour depth, but 8-bit gaming system limitations - usually NES. Of course, it's a wrong and misleading term and should be avoided, people should refer to the actual console instead (different 8-bit consoles have different limitations, too). Then, your definition of 8-bit colour is too specialised. You have given the RGB332 example - however RGB233 and RGB323 are 8-bit colours, too. Even ARGB1223 etc. can be considered 8-bit colours - or ARGB2222. If we branch out into the field of 8-bit colour graphics (instead of colour depth), you can have indexed colour images with a palette of 256 colours, too, where the palette can have a larger colour depth (RGB888, for example, 24bpp True Colour) and each pixel uses eight bits to specify which palette colour it uses. As in, what you did was interpret "8-bit" as "8-bit colour depth", whereas it could have been read as "8-bit colour graphic" or "a sprite as it could have been on an 8-bit console". However, to sum it up, the point is that 8-bit is a vague, easily misinterpretable term that should be avoided. If you want to make a sprite "that could have been used on the NES", specify that instead of saying "8-bit" and you're way better off. PS (concerning the post below): I'm sorry but guess what, most 8-bit gaming consoles used predefined palettes so the colour depth doesn't depend on any such parameters :-) Then there are systems using YPbBr so the 8-bit RGB colour depth rules do not apply in their way. RE: SupaMit's Sprites and Such - Bombshell93 - 01-02-2013 I'll try not derail the topic further but I will mention 8-bit machines are limited to 8-bit colour depth by definition, they are unable to process more than 8-bits at a time making 16-bit / 24-bit colour depth unreachable without techniques that weren't possible until the 64-bit processor. Though I will agree 8-bit is too ambiguous a term and my definition was fairly specialised. Now onto the not derailing part, I notice in the new super mario bros 2 mario sheet there is a shade of red indistinguishable from the primary red, reds in particular can be tough to get right but in this case there is near no contrast and the colour is essentially useless. That said I'm a big fan of that mario / cavestory style sheet. I'd say what this lot is missing is something entirely custom, an original character or something based off of imagination, it'd b e nice to see how far your creativity can take you and more importantly how you handle forms that may not have such clear reference material. RE: SupaMit's Sprites and Such - Doc Melonhead - 01-02-2013 They all look good so far, especially your "Pixel" Mario and Character sheet. I'm looking forward to more characters in that style, like Luigi, Bowser, and even mini mario (before Powerups). RE: SupaMit's Sprites and Such - Mit - 01-02-2013 thanks for all the crits guys! @Bombshell - I really just feel that I could do better in general. as for original designs, I have a few, one of which is completely my own idea - I also have this, which is a design for a game I'm working on with a friend - , which is what the blob cats were going to be if they weren't blobs. also, if you're looking on the palette for the NSM2 sprites then I originally had a brighter shade of red, then was just too lazy to fix it. in other words, it's the same color. @Doc M. - I actually have a bit more, so I'll toss in what I can find - (that's also an original design I did for a sprite comp) I also found this, and I'd post the sheet too but it's really messy - RE: SupaMit's Sprites and Such - DioShiba - 01-02-2013 Question on the Petty Piranha sprite (the answer might seem a bit obvious here, so forgive me for that), is the whole puppet thing a technique for the animation to work or is it part of the sprite as a whole. I'm curious because it's kind of interesting that you did that to mimic a flight sequence in my honest opinion. RE: SupaMit's Sprites and Such - Mit - 01-02-2013 (01-02-2013, 10:08 PM)Artherb Wrote: Question on the Petty Piranha sprite (the answer might seem a bit obvious here, so forgive me for that), is the whole puppet thing a technique for the animation to work or is it part of the sprite as a whole. no, it was part of the original sprite, since it was also made for a comp where the theme was Boss Fake-Outs. also, if you watch the strings, they don't make sense at all, I have to fix that. should be an easy fix, since they're just lines. EDIT: I want to submit a few sheets, do I have to make a topic for them on the submission board, or can they be submitted through here? I'd only submit the NSM2 Mario and Luigi, the simple Mario sprites and the Kirby sprites, since the other ones either don't really fit into a category (I don't think JonTron sprites would be fit for submission :V) or I'll put out for other people to actually use and such once they're for is done. RE: SupaMit's Sprites and Such - DioShiba - 01-02-2013 I see I think one thing you might want to do along with that though is to shade the puppet's controls (I can't remember the exact term for it off the top of my head) but other than that if you fix the strings and such I think it'll be fine. RE: SupaMit's Sprites and Such - Mit - 01-08-2013 just posting this so you can see what I've been working on as of this week. I'll post the sheet with everything once the minigame comp it's for is over. (ps that's a screenshot and I can't program so it's a team thing) RE: SupaMit's Sprites and Such - Mit - 01-13-2013 double post, but I kept my word- and here are the BGs, one of which probably isn't going to make the cut- and if you want, why not download the actual game? - https://www.box.com/s/3mzj63xvfnu1g3t2836m (no sounds yet because of the deadline, but there might be in a nearby update) EDIT: sounds added! RE: SupaMit's Sprites and Such - Bombshell93 - 01-13-2013 make a topic here http://www.spriters-resource.com/community/forumdisplay.php?fid=22 with screenshots and a fleshed out description of the game. RE: SupaMit's Sprites and Such - Mit - 01-13-2013 (01-13-2013, 07:41 PM)Bombshell93 Wrote: make a topic here http://www.spriters-resource.com/community/forumdisplay.php?fid=22 with screenshots and a fleshed out description of the game. ah, ok. I'll probably do that once sounds are added and such. should I take the link out of the post in the meantime? RE: SupaMit's Sprites and Such - Bombshell93 - 01-13-2013 no the link is fine, just that part of the forum in particular is about full on games where as this part of the forum is for the graphics, its not a must but you'll get more relevant attention. RE: SupaMit's Sprites and Such - Mit - 01-30-2013 bump, but hey look I made an attempt at pixel art. usually I tend to clump pixel art and Sonic into the same category with my stuff since I'm not good at spriting either, but to be honest I think this came out great. |