Posts: 259
Threads: 12
Joined: Jan 2013
03-24-2014, 07:30 PM
(This post was last modified: 03-24-2014, 08:04 PM by Mr. Jam.)
One thing that bothers me is that the guard animation is using the sheets transparent colour as it's flashing colour. Because of that, all the white on the inside of the sprite will be transparent.
for the waddle dee, I would remove that dot on it's foot in it's idle and replace the brown with an orange or a red colour.
the other enemies seem to have some anatomy issues and are not quite accurate to their original designs.
I would recommend looking at some of their existing sprites as a reference.
Just take a look at the shape of twizzy's head and it's wing locations, the eyes on bronto burt, or the shape of grizzo's body for example.
I hope this helps a little.
Posts: 418
Threads: 21
Joined: Oct 2013
Posts: 27
Threads: 2
Joined: Apr 2014
Murcielago, and if you want to spell it like in Spanish, Murciélago. Means bat.
===
I thought the screenshots were too small, until I saw it was in a PokemonMini format.
What are laterals meant to be used for?
Now, talking about the fake screens, I think the road is much wider in the curve than the straight one.
And I think those little cars are just lovely . But that's just me.
Posts: 192
Threads: 3
Joined: Feb 2014
The Mini Cooper large sprite looks too scrunched up, make it wider, especially along the center part. The wheels also look really blobby, do try to define the shape better and clean it up.
Oh, the front part also does not seem to be at the correct angle, particularly the headlights. Overall, I think you should go find a reference at this angle, more or less, and touch it up.
Posts: 418
Threads: 21
Joined: Oct 2013
04-16-2014, 04:37 PM
(This post was last modified: 04-16-2014, 04:40 PM by Quirby64.)
@ orochii : I think the laterals thing is the horizon line, right? I was using that because that's how I do it.
__________
The Lamborghini Bat! XD
__________
Thanks! ^^
@ Iocus : I actually dropped using pixel art for car selecting before I came to edit it. The advice could still help though!
__________
I made a "sheet" on the curve. Still big gaps between frames, but I'll get to that sooner or later.
Posts: 418
Threads: 21
Joined: Oct 2013
Agh more spwites.
First, I worked on the GBC Kirby again. I removed a lot of the AA on some of the sprites, and also added running sprites and a full dying rotation.
The other sheet, which has nothing to do with the GBC, is the result of me trying to rip something via Miiverse. (PC)
Posts: 969
Threads: 35
Joined: Mar 2010
Some of your sprites have jagged lines and uneven curves. I've tried fixing a few of them as you can see here:
YOURS | MINE
I know it's not perfect, but hopefully this example will help you out.
Posts: 418
Threads: 21
Joined: Oct 2013
Tried touching up Kirby once again. Removed more AA, rounded out parts of some sprites (Using the KSSU Kirby Sheet), and (also only on some) shaded more, mostly on the inhaling sprites.
Posts: 969
Threads: 35
Joined: Mar 2010
The really problematic sprites, especially the frame to the left of his cheer pose, don't look rounder at all. Not to sound hostile, but did you look at my example?
Posts: 418
Threads: 21
Joined: Oct 2013
05-19-2014, 08:29 PM
(This post was last modified: 05-19-2014, 08:30 PM by Quirby64.)
I did. And I really don't care if you guys are being hostile on me (I just don't want it to happen).
Removed more AA.
I'm just sayin', but things actually look smoother without the AA. (And that's what it's SUPPOSED to do, nerp..)
Posts: 969
Threads: 35
Joined: Mar 2010
That's not what I'm talking about. I'm talking about the places where he looks either flat or jagged when he's supposed to be round. The frame I mentioned earlier makes it look like he's melting. Even in the games, when he gets stretched and squished, he keeps an elliptical shape, which your sprite constantly loses.
Posts: 418
Threads: 21
Joined: Oct 2013
Ahh. Well, now I actually know what you guys melt by him "melting". XD
New sheet has that frame FINALLY not melted looking, and made slight fixes to when a foot or arm was to big/small.
Posts: 969
Threads: 35
Joined: Mar 2010
Well, it's better, but there's still some jagged lines. Still, it's a step in the right direction.
Posts: 192
Threads: 3
Joined: Feb 2014
05-21-2014, 08:13 AM
(This post was last modified: 05-21-2014, 08:14 AM by Iocus.)
(05-19-2014, 08:29 PM)Quirby64 Wrote: I'm just sayin', but things actually look smoother without the AA. (And that's what it's SUPPOSED to do, nerp..)
The thing about AA, is that you can't just go and use it haphazardly. The darker the shades you anti-alias with, the more it will blend with the outline. In this case, you're using a pretty dark pink (red, actually), so the effect of the AA is going to be considerable. You have to know where it is necessary, especially with minimalist sprites like these.
Posts: 418
Threads: 21
Joined: Oct 2013
Removed more AA to make it look more nice (a lot will still be at the bottom of each sprite) , and did more tiny edits.
|