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No shading yet and the colors aren't finalised, but...
I find it a little bit plain right now though. Any ideas on how to spruce it up a little? If you think I should get a separate thread, I'll do so.
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Being perfectly honest, unless you're a real fast learner I don't think you'll manage to shape up a sheet in good condition in time for the game- however, I certainly think you must try to do so anyways, as you're bound to learn a lot from the experience.
Right now, your sprite needs two things- structure and anatomy. The structure can be added with some basic shading, so it doesn't look like a cardboard cutout. The anatomy can help too, in stuff like the fact the shoulders are too narrow or one of his arms is shorter than the other. Plus, the lineart is jaggy and could use some anti-aliasing. Finally, I'd say that the hands and head should have the same basica black outline as the rest, but you should attempt not to use black outline inside the sprite itself.
tl;dr- jaggy lineart, shoulders too narrow, needs basic shading
In another note, reading Chaoxys posts' has made me wonder why isn't there a "shocked" status condition? There's frozen and burnt, isn't shocked kinda the third leg of the tripod of games status conditions?
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Thanks for that. I hadn't started on shading, but yes, I can see where you're coming from. I'll definiately give it a shot, otherwise I'll sit back and play the game when it's released anyway, haha.
(04-11-2012, 09:05 AM)Time Lord KKM Wrote: In another note, reading Chaoxys posts' has made me wonder why isn't there a "shocked" status condition? There's frozen and burnt, isn't shocked kinda the third leg of the tripod of games status conditions?
fuck the police
alternatively, I didn't add that because of laziness and it being simply eyecandy. I'll be including that soon, when other more important stuff are added.
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Aww yeah man that's what I wanted to hear
How can I make an assist shoot a Dalek ray gun if the opponent's skeleton doesn't show :<
(04-11-2012, 09:53 AM)Time Lord KKM Wrote: Aww yeah man that's what I wanted to hear
How can I make an assist shoot a Dalek ray gun if the opponent's skeleton doesn't show :<
"WOULD YOU LIKE SOME TEA? *bzzzap*"
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04-11-2012, 04:14 PM
(This post was last modified: 04-11-2012, 04:17 PM by Ninspriterx.)
So my question is I know there's a limit to the 64x64 but what if the move involves another character?
edit: and not another character that you're fighting. In my case it's the characters coming out of my head.
see: Viper's Konaghast move.
(04-10-2012, 09:48 PM)Gors Wrote: motivational time, courtesy of Gors
Dudes, just making you all know that we're already better than this paid computer game.
look at how much effort our community put in tFR so far! Let's not lose to that piece of shit game! C:
Aha wow that was stupid, the A.I. didin't even bother to fight back when he was cornered, and the characters were pretty bland for a MK clone.
Thanked by: Crappy Blue Luigi, Garamonde, Gwen, Zadaben, Phantom Killah, Vic, Solink, Shade, recme, Kitsu, Mutsukki, Chaoxys, Baegal, redblueyellow
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So this is allowed right?
if so I'll start animating.
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(04-11-2012, 07:19 PM)Ninspriterx Wrote: So this is allowed right?
if so I'll start animating. Oh my god at that strawberry pose... You just made my day
I always loved your characters...Kinda the inspiration for mine actually!
I hope you do Mr Milano(or whatever he was called) too
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Quick question, for the dialogue portraits in Jojo style, is it alright if I tried DBZ style instead? I just can't think of any character design in Jojo that compliments a skeleton man well, maybe I'm just not thinking outside the box.
Anyway, really sketchy prototype that's just scribbled over official art. I think if I actually based it on a design like this it could work and be funny looking. xD
NOT IN THE TUTORIAL BUT STILL WORTH TO MENTION: Notice that I made a very exaggerated pose for Chaoxys' disco move. The legs are mugh more far apart, and the arm sticks more away from his body. This increases the attack's hitbox, optimizes the emotion and feeling of the animation and is also a key part to make a move look painful.
Thanked by: Zadaben, Shade, Ploaj, Jawnsunn, Mutsukki, Solink, Gaia, Crappy Blue Luigi, Speed-X, Phantom Killah, TomGuycott, Garamonde, Chaoxys, Baegal, redblueyellow
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That's an awesome tutorial. I don't really have a contribution for TFR, but even so I'll keep that stuff in mind for when I'm making some of Snivy's more quick-paced attacks. Thank you!
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