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Custom Mario Sprites
#16
(09-09-2013, 04:55 PM)Joxon Wrote: I really can't do that because I'm trying to keep the size 16x32 and I can't place the legs higher without going past the hips

Couldn't you, you know, move the hips up to accommidate longer legs?
Or just shorten the arms?
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#17
You should shorten Mario's body and make the legs longer. You'll want to shorten the arms a bit as well. Also, right now Mario's body feels too rigid and angular. There should be some roundness and curvature to it. At the moment it doesn't look organic but rather like robot Mario with painted on overalls. Once you've rounded out his body, you also want to make sure his overalls wrap around his form.
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#18
Before I continue ith the mario sprites, I really want feedback on these for the game:
[Image: 5jlVDcE.png]
Red+Orange=Fire mushroom
Yellow=electric
I went with all mushroom powers

PS sorru for just throwing this in here
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#19
Overall they could use more contrast and hue shifting. There's some banding in the mushrooms. I also feel that the question mark with it's drop shadow as it is currently doesn't quite work.
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#20
No hue shifting, cuz I want to keep it in the all star pallet. (need to switch ? block pallet)(as metioned before) So you want me to get rid of the shadow or edit it? And what does banding mean exactly?
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#21
Anyone can benefit from reading this! Smile

http://www.vg-resource.com/showthread.php?tid=13868
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#22
[Image: jGnjPlk.png]
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Dot shade or no? (i wasn't sure if it looked so good)

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Are the legs any better and is he "rounder"?
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#23
eh... He still has long Monkey Arms... Logically if one were to stand up and let their arms down at their side... The arms would only reach as far as a little above the knees... However your Mario could probably touch his shoes with his horrendously long arms
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#24
You're on the right track with the mushroom. I agree with Hiyna on Mario's arms being too long. I still think his overalls look painted on rather than worn. I also think you need to work on the third frame of the walk cycle. I'm not quite sure what's going on with that. Also, you just need to edit the drop shadow on the question block.
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#25
[Image: XXBhr2N.png]
And
[Image: azXJQJo.png]
Well?
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#26
Mario Still looks awkward... The reason it works for the SMAS Mario is because his legs are larger and more cartoony so one can infer that Mario's legs are thick to match is rather bulbous body.... However it looks like when Mario walks his back foot slides backward and his legs become nonexistent when he ducks. Also when he walks his arms look like he's doing a mime rope trick or some sort of dance. And yes he still has the arms of an orangutan and is expressed further in his death frame that if he let his arms down while standing straight up... he would be able to touch his shoes or maybe even the ground. Lastly his nose looks like his entire skull from the eyes up has been pushed back causing him to look like his head is leaning back even though he is standing up straight
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#27
I decided to dump SMAS Mario, and do something completely new,

[Image: WP2QIar.png]
Paper Mario style! I wanted to choose a bit more cartoony sprite style.
Well?
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#28
As far as the colors go, you still have pretty much the same issues here as you did on the last set of sprites before you changed to the SMAS palette.

(09-05-2013, 08:02 PM)Vipershark Wrote: On that note, you need a lot more contrast and hue shifting on your sprites. Your shades blend together too much.

I can't even SEE the shades on the overalls unless I zoom into 8x.
You need more contrast pretty desperately.

Also, all your colors are really saturated. Desaturate your highlights some.

Edit- I just realized that you're using the default MSPaint red, blue, and yellow. You should basically never use the default colors, ever.
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#29
Are those the only problems?
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#30
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Are the colours better?

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I've also been working on the dark star,as the main villian for my game.
Well?

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And the items.
Well how are all of the sprites?
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