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(09-05-2012, 10:13 AM)Crappy Green Gors Wrote:
i made a sprite of the main character. Notice that I reworked the sprite completely, and it fits more with the original sprite's proportions. I see that you tried to use the bigger size to work on a more correct proportion, but then the rest of the things wouldn't fit that well.
I also changed some of the colors so he doesn't look pale. That's a very interesting style you have there. I see what you mean about the coloring, though I'd have to figure out how to use the entirety of my palette to my advantage for that if I'd do that, because the other shades help to not make his hair look as bright. He looks chubby in that sprite though. See, the problem with 16x16 small scale sprites is that characters kinda *have* to be fat if you go for a chibi/animeish style. But with the expanded space, that's no longer necessary, so I wanted to make things more proportionate and add the extra detail. Don't get me wrong, this is a good reference for shading and light source, but the style present there isn't something I wanted hi-res to go for.
I understand and even pointed it out, but then that would mean not only rework the character, but the entire game to support a less cartoony style. I just took the logical way and kept the same style you had for the small sprite. What you need to acknowledge, though, isn't the style, but moreso the coloring. As you see, my shading doesn't wrap the ourline as much as yours. I an not saying to stop wrapping the outlines forever, as that's ONE of the shading's properties. The tip is not to overuse the shades in this way.
Mine considers the character's body parts as tridimensional shapes, so the shading is more effective. The colors I chose also help making the sprite more lively and less pale.
I do agree that a more realistic proportion would do this game's graphics justice but it's important to pay attention to those basics too.
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(09-05-2012, 02:52 PM)Koh Wrote: That Portrait looks nothing like a 12 year old. He must be taking steriods.
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09-05-2012, 05:57 PM
(This post was last modified: 09-05-2012, 05:58 PM by Koh.)
Can we do this slightly progressively? I'd like to see how I'm doing. The only thing that has been updated here is Koh's player sprite (top left).
Old: New:
Can you see the difference? Does it look better? Of course I'm gonna have to go back and update all the low-res sprites too xD.
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I honestly don't see a difference. I recommend you start again with it. There are a few anatomy flaws in that one. For example, a weird lump by his neck that I assume is supposed to be the collar, but actually just looks like he has cancer. Also, the blue on his mugshot looks like a visor, though it seems it's supposed to be a "mood" thing like you see in anime a lot. If that's the case, try grey and purple, not blue.
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(09-06-2012, 04:02 AM)Hoeloe Wrote: I honestly don't see a difference. I recommend you start again with it. There are a few anatomy flaws in that one. For example, a weird lump by his neck that I assume is supposed to be the collar, but actually just looks like he has cancer. Also, the blue on his mugshot looks like a visor, though it seems it's supposed to be a "mood" thing like you see in anime a lot. If that's the case, try grey and purple, not blue. Perhaps the new palette will help; oh and I'm only messing with the first row atm. The others haven't been touched again yet.
Old: New:
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The guy's palette is a little better, but still suffers from the same things I mentioned. You've managed to make the slime worse, though, because it now looks like it's made of rubber thanks to the removal of the highlights. It looked better as it was before.
the slimes work better in bright, neon-like colors because we associate the gummy candies to those colors, I suppose. So changing it into a dull brown color wasn't the best idea. The removal of the highlights doesn't make him shiny as it's supposed to be: now he looks like a big drop of mud.
Slimes, along with the bright colors/highliths, is known to 'sag', 'spread' on the ground. Imagine a balloon filled with water lying on the ground. You'll see that the bottom part will be flattened and the sides will bulge a little, a property of not having a solid support. Your slime retains the perfect sphere shape despite what I mentioned, which makes him (again) not like a slime at all.
Return to the original bright green colors and make the stance as I said.
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09-06-2012, 08:51 AM
(This post was last modified: 09-06-2012, 09:02 AM by Koh.)
(09-06-2012, 07:49 AM)Hoeloe Wrote: The guy's palette is a little better, but still suffers from the same things I mentioned. You've managed to make the slime worse, though, because it now looks like it's made of rubber thanks to the removal of the highlights. It looked better as it was before. This is starting to become a loop @o@. Is it a for, while, or do-while loop ?
I did what I could...I'm really not seeing these things lol, so I'm shuffling pixels around to the best of my ability. Still first row only.
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EDIT:
(09-06-2012, 07:56 AM)Crappy Green Gors Wrote: the slimes work better in bright, neon-like colors because we associate the gummy candies to those colors, I suppose. So changing it into a dull brown color wasn't the best idea. The removal of the highlights doesn't make him shiny as it's supposed to be: now he looks like a big drop of mud.
Slimes, along with the bright colors/highliths, is known to 'sag', 'spread' on the ground. Imagine a balloon filled with water lying on the ground. You'll see that the bottom part will be flattened and the sides will bulge a little, a property of not having a solid support. Your slime retains the perfect sphere shape despite what I mentioned, which makes him (again) not like a slime at all.
Return to the original bright green colors and make the stance as I said. I understand that~
You see that's just the normal frame. When they hop around and such is when you see them squishing up and down, like you saw in the demo. This is just the basic frame to identify them as slimes; they don't start out flattened. As for brighter greens, I'll see what I can do .
EDIT 2: There, hopefully that does the trick~ Refresh if you came here before this edit.
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(09-06-2012, 08:51 AM)Koh Wrote: This is starting to become a loop @o@. Is it a for, while, or do-while loop ?
while(!spriteIsPerfect)
{
offerCriticism(Sprite);
}
StartProgram:
TextWindow.Write ("Is the sprite perfect? Y/N >")
x = TextWindow.Read()
y = Text.ConvertToUpperCase (x)
If y = "Y" Then
Goto EndProgram
ElseIf y = "N" then
TextWindow.WriteLine ("Try harder!")
TextWindow.Read()
Goto StartProgram
Else
TextWindow.WriteLine ("That's not a valid answer.")
TextWindow.Read()
Goto StartProgram
EndIf
EndProgram:
TextWindow.WriteLine ("Your sprite is perfect!")
TextWindow.Read()
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09-06-2012, 01:03 PM
(This post was last modified: 09-06-2012, 01:03 PM by Koh.)
(09-06-2012, 11:28 AM)Hoeloe Wrote: (09-06-2012, 08:51 AM)Koh Wrote: This is starting to become a loop @o@. Is it a for, while, or do-while loop ?
while(!spriteIsPerfect)
{
offerCriticism(Sprite);
} (09-06-2012, 12:59 PM)Crappy Green Gors Wrote: StartProgram:
TextWindow.Write ("Is the sprite perfect? Y/N >")
x = TextWindow.Read()
y = Text.ConvertToUpperCase (x)
If y = "Y" Then
Goto EndProgram
ElseIf y = "N" then
TextWindow.WriteLine ("Try harder!")
TextWindow.Read()
Goto StartProgram
Else
TextWindow.WriteLine ("That's not a valid answer.")
TextWindow.Read()
Goto StartProgram
EndIf
EndProgram:
TextWindow.WriteLine ("Your sprite is perfect!")
TextWindow.Read()
Yay, I'm not the only one who gets programming humor TuT!
Well hopefully the latest version is good...I wanna move on to the next row now >u<.
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Well, I'm a programmer first, and a spriter... probably about 8th, actually.
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There, NOW I got to the portraits XD. On these, unlike before, he'll have what I call "emotional hair." When he's hurt, it's all frizzy, and when he's low on stamina, it sags.
i still think there's a huge amount of colors in those sprites, but changing this sprite will imply in changing the rest of the graphics, so I don't know if you'll be up for that. It's better than before, though.
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