Posts: 395
Threads: 11
Joined: Apr 2009
11-06-2014, 02:23 PM
(This post was last modified: 12-19-2016, 07:49 AM by The KKM.)
Years later!
Starting anew, using the actual current official design and a scale more in line with the Mega Drive. Objective as usual is to try and get enough assets for one (1) level.
Old version of the OP:
(gyazo-ing directly from Graphics Gale as it feels the quickest way to have it show on original size and bigger)
Felt like starting to do an Alex Kidd sheet. Sprite style based mostly on The Fighters Resource, sprite design a mix of his various designs. Any crit?
Posts: 2,914
Threads: 96
Joined: Dec 2009
I can't think of much, but how about giving the shading a little more contrast?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart
it's ok to suck, sucking is not bad, just try and aim to always do your best!
Posts: 395
Threads: 11
Joined: Apr 2009
11-07-2014, 02:26 AM
(This post was last modified: 11-07-2014, 05:17 AM by The KKM.)
I dunno- I'm liking it being as flat as possible. Unless you mean how the white boot in the shadow isn't as markedly different from the white compared to the red leg?
Made them smaller, closer to the size of the sprite in the original game. Also added a few other SEGA Mascots. Not happy with Segata Sanshiro yet, but hard to convey that wonderful face on a small space
EDIT:
Animating is an art beyond me
Posts: 2,914
Threads: 96
Joined: Dec 2009
11-07-2014, 09:02 AM
(This post was last modified: 11-07-2014, 09:02 AM by E-Man.)
Personally, I prefer more contrast with my sprites overall, but if that's the style you're going for, go ahead. Since you pointed it out, though, I think the boot could use more contrast, like you said.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart
it's ok to suck, sucking is not bad, just try and aim to always do your best!
Posts: 2,087
Threads: 125
Joined: May 2010
Is that the Alice in Wonderland Rabbit, or...?
Posts: 395
Threads: 11
Joined: Apr 2009
11-07-2014, 12:31 PM
(This post was last modified: 11-07-2014, 02:54 PM by The KKM.)
http://segaretro.org/Professor_Asobin
Professor Asobin. SEGA's first mascot.
EDIT:
Posts: 19
Threads: 2
Joined: Aug 2014
Not bad, luv that game as a kid!
Posts: 395
Threads: 11
Joined: Apr 2009
Thanks!
Reanimated the walk- I prefer this, more fluid. Still some wonky bits though.
And this... I'm divided here. The idea is that this is after Shinobi World, so Alex kept some Ninja stylings. My first reaction to this run though was "eh not working I'll do one with less frames and lots of motion blur".
Looking at it again though, I'm starting to find it charmingly goofy. What do you guys think?
Posts: 395
Threads: 11
Joined: Apr 2009
Inspired on an edit Gors gently did. On one hand I'm liking this, but there's a bit of a pop-up from the further knee I'm not sure how to solve.
Crappy Blue Luigi mentioned the arms had some issues so I tried solving it
Posts: 395
Threads: 11
Joined: Apr 2009
Compiled sheet so far. Beyond tinkering with things like hair movement, and pondering whether to add more frames to the jump (right now it's working like in Shinobi, one sprite for up, one for down, maybe add one for launch and one for landing, or one for up-down and one for landing), I think I'll move into fighting next- want to do a typical punch-punch-uppercut combo, but having punch one be rock, two paper, three scissors
Posts: 1
Threads: 0
Joined: Feb 2012
(11-13-2014, 08:24 AM)The KKM Wrote:
Compiled sheet so far. Beyond tinkering with things like hair movement, and pondering whether to add more frames to the jump (right now it's working like in Shinobi, one sprite for up, one for down, maybe add one for launch and one for landing, or one for up-down and one for landing), I think I'll move into fighting next- want to do a typical punch-punch-uppercut combo, but having punch one be rock, two paper, three scissors These sprites are quite impressive. I really like his run, as well as his jumping sprites. I have to admit that I wish I would have thought of those kinds of poses while I was making my own custom sprite sheet for him. Would you mind if I adopted a couple of your ideas?
Posts: 395
Threads: 11
Joined: Apr 2009
I based the animations on shinobi, so sure, copy what you want
just updating with an attempt at a Game Gear from SEGA Hard Girls in this style
I imagine on this game, you'd probably have the SHG at various stages as bonuses- rescue them and gain an ability referencing their console. Game Gear would maybe give you a small robot like Tails Adventure's
She looks neat.
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
the amount of black/gray parts make the character confusing, however that's not your fault... the char design and the palette don't really help you
Posts: 66
Threads: 6
Joined: Feb 2015
Awesome job. Alex Kidd in the Enchanted Castle ftw!
|