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Custom Mario Sprites
#31
I'm pretty sure Dark Star's energy spikes are longer...

Also, that Mario... reminds me of somebody else's Mario sprite. Not sure if it's a coincidence though. Looks a bit cool though. Kinda reminds me of Dream Team how it's a semi 3D-ish sprite.
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#32
(09-22-2013, 09:40 AM)Joxon Wrote: [Image: PNwXWg7.png]

Are the colours better?

Better? Yes. Correct? No.
You did no hue shifting or changes in saturation at all and just lowered the brightness on each shade.
The contrast is better than it was, but you still need more.

I'll make a crosspost from another thread that I posted about hueshifting in.
Quote:Let's take your red gem as an example.
[Image: 21q1.png]
Look at the color picker in paint. What you've done is simply move the color selector up and down, but you haven't changed your hue at all. For each of your shades, the hue is still zero, which is a flat red.
What you need to do, in addition to changing saturation (up and down on the color picker) and brightness (up and down on the slider), is move left and right on the color picker to change your hue as well.

Darker shades hue shift to cooler colors, while brighter shades hue shift to warmer colors.
In the case of red, you can hueshift down to, say, the purple region for dark shades, while your light shades can hueshift up as high as orange or yellow.

You need to use all three axes of movement (left/right, up/down on hue/saturation grid plus up/down on brightness slider) to pick colors that work well, not just one or two.
[Image: hueshift_zps2a4790aa.png]
I guess the easiest way to describe it is that you almost want to be moving diagonally on the grid to pick the general area for each shade and then using the brightness slider for fine tuning, but every palette is different so that might not always apply.

To adapt this to your case, all you did is move the little slider (the brightness slider) on the right side of the color picker to a darker brightness level each shade, but you didn't move around the color grid.
You have to use hue shifting (left and right on the grid) and changes in saturation (up and down on the grid), too.

Maybe I should try to do some sort of a tutorial video to show the basic idea behind correctly choosing colors.
Would that be helpful?
[Image: ndsMEF0.gif][Image: sig.gif]
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#33
Quote:To adapt this to your case, all you did is move the little slider (the brightness slider) on the right side of the color picker to a darker brightness level each shade, but you didn't move around the color grid.
You have to use hue shifting (left and right on the grid) and changes in saturation (up and down on the grid), too.
[Image: Liq9GGf.png]
Look at the 2 light shades. The 2nd shade has a more orange hue then the 1st shade.
But i'll work on the rest.

Quote:Also, that Mario... reminds me of somebody else's Mario sprite. Not sure if it's a coincidence though.
Do you mean these?
[Image: m9llxj.png]
I did base them (but not copied them) off of these.
I do not know whose these are, but I do give credit to the creator of these for a base.
And yes the Dark Star Died, but i'm making it so he didn't completely die, his energy still lingered, and was regrowin. That is actually the reason the energy spikes
are shorter. He is weaker; less energy.

[Image: yHnc9u8.png]
OK, now how are the colours?
PS were there any pixel problems, i.e. like the problems with SMAS Mario?


Edit(2 days later)-Um, is anybody there?
[Image: rHiHaRN.jpg]
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#34
Okay, I was just thinking, I don't want to put down any criticism, but I really just
want my sprites actually fairly saturated, like the second version:
[Image: PNwXWg7.png]
I want a nice and colourful Mario game, so I would like to keep the colour as is.
I know some people might have problem with the hue, but I would like to stay like this if you don't mind.
PS: WHERE IS EVERYBODY?!!!!Question
[Image: rHiHaRN.jpg]
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#35
Hi! I'm back

I say when Mario walks you should bring his left foot more foward and move his right leg back a bit
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#36
Before making an animation in a sprite sheet, be sure to use an animator of some sort to proofcheck your work. I don't know how well it is animated.

another problem is the lack of hueshift, which makes the sprite really artificial-looking, and pale. Make the chades more contrasting with changes in the hue, and you may cut some unecessary colors.
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[Image: deT1vCJ.png]
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#37
I already proofed check(i'm using the GameMaker Animator
And unecessary colours like?
[Image: rHiHaRN.jpg]
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#38
(09-23-2013, 05:55 PM)Joxon Wrote: Do you mean these?
[Image: m9llxj.png]
I did base them (but not copied them) off of these.
I do not know whose these are, but I do give credit to the creator of these for a base.

hi hello

about the sprites themselves- the contrast between the shading, main color, and outlines aren't that great. what Gors meant by unnecessary colors are the shading colors, since they're barely visible
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