Users browsing this thread: 1 Guest(s)
My SSS Sprites
#16
Hello there. It's been awhile since I did any critique, so I apologize if I do not adequately convey what I am trying to say the first time.

For the sheet you posted, they are pretty much Super Metroid frame rips, are they not? If you're going to go ahead and use those frames in that manner, I would recommend just wholesale using the animations from the game itself for the applicable animations, rather than the patchwork of frames you've got right now, which if compiled into an engine and animated would look extremely choppy.

If you want to make new frames/animations for Samus' powersuit, I'd recommend against simple rotations and splicing them together with existing frames. I would instead try to create a framework (draw a set of skeletons) of the type of punch she was attempting, and then sprite the powersuit into those poses. Though, I don't know if you're ready to attempt something like that, it would be a good exercise to undertake, considering you're trying to make a fighting game and will need to be able to do so.

For the switch between the Super Metroid Powersuit and Zero Mission's Zero Suit Samus... You should really stick to one sprite style. There is quite a stark difference between Super Metroid and Zero Mission's sprites because they are on different systems. The height, the shading/light values are significantly different. To be honest if you're going to use Super Metroid's powersuit, you should consider spriting Zero Suit Samus' in that style, else it's going to look pretty strange switching between the two.

Quote:I didn't stretch anything and i rotated the arms. I cant make customs, but i'm working on a better edit
The problem is, it looks that way. Infact as a punch, it doesn't look very natural, or powerful at all. It's really quite awkward. As a rule of thumb, I'd recommend actually attempting to see how the movement works for a pose yourself. If you try and do that type of movement in real life, well... it's un-necessarily extravagant, and wastes potential energy by flailing the arm cannon around to her back. For a punch, I would imagine Samus would, in her powersuit, either attempt something similar to the existing animations in the Super Smash Brothers series, or swing underarm and upward, to impart as much kinetic force as possible. This is as opposed to a simple, straightforward punch that seems to really lose out on most of it's potential energy.

As for not being able to make custom sprites, I acknowledge that you have this limitation. You should see this project as a way to break through into being able to make your own custom frames for characters.

Quote:Also, why don't you make a samus punch sprite and show me yours
This is the wrong attitude to take. You're showing us what you're doing and telling us what you want to do. We are telling you what to do, in order to achieve it. If you want someone to clarify what they mean, do so politely (and if you need a pictorial reference, go ahead and ask for that too.) Otherwise, don't throw up your arms and demand someone else do it for you like this. It doesn't help anyone involved.

That should be everything. Do try to keep at your project.
#17
(04-24-2013, 04:24 PM)Mighty Jetters Wrote:
(04-24-2013, 03:56 PM)kuzon10 Wrote: Also, why don't you make a samus punch sprite and show me yours

bear with me as I'm gonna be a bit blunt in this post here but it's for the best. this isn't how you respond to criticism
first of all the rundown of our spriting boards, we aren't trying to be mean or belittling when we critique. criticism is about being honest and to the point. we try to avoid acting like jerks but we're going to give it to you straight cause that's what practicing spriters need to improve and learn to survive out there in the world of art and etc. etc.
also by saying you "can't" do custom sprites that lowers your chances of making one even more. what you need to do is try something simple to get a feel with drawing sprites from scratch
a tip is to make a relatively small doodle, clean it up, add colors/shading and details and then post it here and we'll gladly help you with it, but only if you'll listen to what we have to say.
now don't get me wrong, edits are fine, but with these you seem to be changing so little of the sprites that it isn't really a learning experience and you aren't gaining anything from it so I think you need to just broaden your horizens a little more
or at least post what you've done based on our suggestions and try to make the edit at least worth yours, and everyone else's time.

OK. I try my best. I'll probably not make a custom sprite for the game, but ill work hard on the edit.

(04-24-2013, 05:12 PM)DoctorGrey Wrote: For the switch between the Super Metroid Powersuit and Zero Mission's Zero Suit Samus... You should really stick to one sprite style. There is quite a stark difference between Super Metroid and Zero Mission's sprites because they are on different systems. The height, the shading/light values are significantly different. To be honest if you're going to use Super Metroid's powersuit, you should consider spriting Zero Suit Samus' in that style, else it's going to look pretty strange switching between the two.

I know. I was thinking sticking to ZM because the ZSS for ZM compared to the custom for SM
[Image: suitlesssamus.png]
looks A LOT more like brawls. Also, the ZSS sprites i'm using
are from the AM2R Metroid: Confrontation ZSS Brawl mod.
And who knows? Maybe the edits for ZM Samus might be a little easier?

Can anyone give me a link to ZM Varia Suit samus sheet? Because its not on tSR, and I can't find it through Google Images
Edit- Nevermind I found it.

I forgot to ask, the special animation was OK?
[Image: rHiHaRN.jpg]
Thanked by:
#18
I would recommend either one sprite style or the other, for both Powersuit and Zero Suit. This would both look better and make more sense, considering there already exist frames that are on scale with the Zero Mission Powersuit if you use the same game's Powersuit frames. If you wanted to use the Super Metroid powersuit, I just really don't think it looks good to switch between the two sprite styles like that, hence why I suggested to do the Zero Suit in that style to match.

Quote: I forgot to ask, the special animation was OK?
I didn't notice anything different about it. It just looked like the standard arm-cannon aim poses to me. What did you do?
Thanked by:
#19
its basicly an animation of presure from launching the charge beam. I tried to make it look like the SSBB animation. it'll look better when i finish the ZM version. (i'm replacing SM sprites with ZM)
[Image: rHiHaRN.jpg]
Thanked by:
#20
If it was recoil from the charge beam firing, it's not really correct. It feels a lot like it's just the standard aiming poses. If you want reference for a 'armcannon recoil', I'd say go ahead and check X from Megaman X, specially the buster frames. Here, if you need it. There's probably also some other decent references for posing.
Thanked by: Joxon
#21
thanks. Its just, if you look at the brawl animation, her cannon is facing out forward, angle, up, angle. it'll look better with ZM because she has her cannon sticking out like SSBB's begining animation. I'll add FX in the game, you won't see it in the sprite cuz i dont want to mess with the collision.
[Image: rHiHaRN.jpg]
Thanked by:
#22
I know what you mean. The Super Metroid frames, nor any successive Metroid game I believe, never had this type of recoiling animation. If you have to do it, try not to have her head rotate (a result of just cutting the regular 'diagonal aim' frames) and make it look a bit more like Samus is twisting her elbow to absorb the recoil, since she holds her cannon-arm just at or behind the elbow normally (and this would follow the same idea as the Smash Bros. animations.)
Thanked by:
#23
(04-25-2013, 01:43 PM)DoctorGrey Wrote: I know what you mean. The Super Metroid frames, nor any successive Metroid game I believe, never had this type of recoiling animation. If you have to do it, try not to have her head rotate (a result of just cutting the regular 'diagonal aim' frames) and make it look a bit more like Samus is twisting her elbow to absorb the recoil, since she holds her cannon-arm just at or behind the elbow normally (and this would follow the same idea as the Smash Bros. animations.)

[Image: QG3r5Oz.png]
Is this better?(ignore the double frames)
[Image: rHiHaRN.jpg]
Thanked by:
#24
Yes, I'd say that is actually closer, but when the arm cannon is facing directly up it looks like her head is looking up again. I'd edit that so that it had the same head as the initial frame. You might also consider some 'motion blur' (a short trail of solid pixels, slightly shaded from where the cannon 'was' to where it is') to make it feel like the cannon was just jerked back.
Thanked by:
#25
(04-25-2013, 04:09 PM)DoctorGrey Wrote: Yes, I'd say that is actually closer, but when the arm cannon is facing directly up it looks like her head is looking up again. I'd edit that so that it had the same head as the initial frame. You might also consider some 'motion blur' (a short trail of solid pixels, slightly shaded from where the cannon 'was' to where it is') to make it feel like the cannon was just jerked back.

Thanks, i'll try the blur. Also, the up cannon frame has her head facing forward. try and take a closer look

[Image: 4OGQ97y.png]
How's the blur?
[Image: rHiHaRN.jpg]
Thanked by:
#26
I think the blur in the last frames is quite unnecessary.
(01-24-2014, 07:52 AM)Gors Wrote: those are really fucking classy surnames you've got there

[Image: tumblr_npvw95As6k1tzzv2wo1_540.gif]
Thanked by:
#27
(04-25-2013, 04:53 PM)SchAlternate Wrote: I think the blur in the last frames is quite unnecessary.

true, the last 2 frames shes moving her arm down herself.
[Image: rHiHaRN.jpg]
Thanked by:
#28
Missed that the head was in the right position earlier.

Yes, I would agree the blur on the last two frames is unnecessary. Actually, it feels like the blur should be longer on the 3rd and 4th, then a bit shorter on the 5th and 6th where Samus counteracts and 'stabilizes' the recoil (making it appear as if for the immediate after shot her arm is being propelled quickly, then slows down as she regains control of it).
Thanked by:
#29
On the 5th and 6th frame, should I get rid of the blur entirly?
[Image: rHiHaRN.jpg]
Thanked by:
#30
BTW, Crusades crappy sprites, are the custom SSB Samus sprites on tSR.
[Image: rHiHaRN.jpg]
Thanked by:


Forum Jump: