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Custom Mega Man Boss
#16
Yeah, I guess I'll have to work with something like that. I really wanted to use white AND yellow since it makes the sprite feel more complete. I wasn't aware of these limitations when I designed Turbine Man, so that kind of hindered the whole thing.

Then again, I've been thinking; as long as my game is concerned, I don't really need to strictly follow these limitations. I want my game to look and feel as faithful to the NES as possible, but I do want it to look good too, so I think it's acceptable (to an extent, of course) to stray away from the limitations of the NES since we're using a much more powerful hardware. Mega Man 10 did that. Look at Commando Man and Blade Man:

Commando Man

Blade Man

Of course I don't want to go overboard like many fangames I've seen, but you guys get my point. I'll see how the other bosses fare, and I'll decide upon that. For now, I'll do my best to stay within the limitations.

That said, I thought of this here. Still isn't ideal, but I think it looks more lively.

[Image: ZVjONiS.png] [Image: V91nsOG.png]
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#17
That pale yellow around what I think is the mouth is not necessary. It's so close to the white that you might as well just use the same colour for both parts.
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#18
There are parts of the body that can look shaped even better if you moved the pixels around.
Please watch me on Deviant Art!

~Novs
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#19
Could you be more specific? That doesn't really help at all.
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#20
(02-11-2013, 04:16 AM)Hoeloe Wrote: That pale yellow around what I think is the mouth is not necessary. It's so close to the white that you might as well just use the same colour for both parts.

Is it not closer to the yellow actually?

(02-11-2013, 03:13 PM)Novally Wrote: There are parts of the body that can look shaped even better if you moved the pixels around.

Yeah, I know, and I intend to do that. I just want to decide on the colors first.

Edit: I think I'll stick with the color scheme suggested by Thanatos for now. It's not ideal compared to the artwork, but upon a second look, the darker yellow scheme stands out way too much. I'll work on the design and see how it comes out. And Novally, as Vipershark said, please tell me what exactly you think I can change in the sprite.
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#21
(02-12-2013, 01:06 AM)Vipershark Wrote: Could you be more specific? That doesn't really help at all.

[Image: Exampl%20of%20curves.png]

Of course this is pure opinion and preference. I honestly do not fully know how NES sprites function yet. This might violate some pixel limit or somthing (I really do not know).

This could also go against character design, but it honestly looks less clunky if you did the portions this way.

Also, there is nothing wrong with using the line too (if you did use it of course). I was just showing you what I used, not that one tool is superior to the other.
Please watch me on Deviant Art!

~Novs
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#22
(02-13-2013, 04:07 AM)Novally Wrote: [Image: Exampl%20of%20curves.png]

Of course this is pure opinion and preference. I honestly do not fully know how NES sprites function yet. This might violate some pixel limit or somthing (I really do not know).
Nope, this doesn't violate the limits. As long they fit nicely in the 8x8 tiles in your sprites, there is nothing to worry
http://en.wikibooks.org/wiki/NES_Programming

Don't use the 8x16 sprites though (even if you could put 8 vertically on a line), as they do not allow layers on themselves, also they eat up unnecessary space in the ROM because of their strange nature of being stored in there.
They are meant for games like Punch Out, which really use tall sprites.
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#23
(02-13-2013, 06:30 AM)Thanatos-Zero Wrote:
(02-13-2013, 04:07 AM)Novally Wrote: [Image: Exampl%20of%20curves.png]

Of course this is pure opinion and preference. I honestly do not fully know how NES sprites function yet. This might violate some pixel limit or somthing (I really do not know).
Nope, this doesn't violate the limits. As long they fit nicely in the 8x8 tiles in your sprites, there is nothing to worry
http://en.wikibooks.org/wiki/NES_Programming

Don't use the 8x16 sprites though (even if you could put 8 vertically on a line), as they do not allow layers on themselves, also they eat up unnecessary space in the ROM because of their strange nature of being stored in there.
They are meant for games like Punch Out, which really use tall sprites.

Those curves are for the boss's limbs. To be shaped better.
Please watch me on Deviant Art!

~Novs
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#24
(02-13-2013, 06:46 AM)Novally Wrote: Those curves are for the boss's limbs. To be shaped better.
I did know for what they were for. I know all about jaggy lines and AA, thanks to the guide Gorsalad and the others made.
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#25
(02-13-2013, 04:07 AM)Novally Wrote: [Image: Exampl%20of%20curves.png]

Huh. It does look better!

[Image: UpTquEW.png][Image: Na5gnwd.png]
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#26
Wink 
Cool

No problem! You should clean up the outlines too. They get cluttered in some areas and it would look neater and professional if you did.

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#27
Most of the turbines look pretty convincing to me, but that one on the left (our left) kind of has a big square as one of the blades, and there are too many right angles/parallel lines on the upper left side of the sprite in general. It's kind of throwing off the sense of things overlapping/having shape/etc.
[Image: sxv5uJR.gif]
#28
(02-13-2013, 11:08 AM)StarSock64 Wrote: Most of the turbines look pretty convincing to me, but that one on the left (our left) kind of has a big square as one of the blades, and there are too many right angles/parallel lines on the upper left side of the sprite in general.

That's what those were!? I was going to comment on the readability of those things, but I got sidetracked. The left leg looks funny too.
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#29
yea, after all he's Turbine Man. Tongue
tbh I could tell what they were at first myself but I can see how it can be hard to tell for others.
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#30
I'm thinking about making the blades straight instead of curved. I think it's gonna be easier to read in the sprite. That's a shame though, I think they look awesome like that in the artwork.
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