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Ocks (PLAYER)
#31
[Image: 1be38189d8e72de3ca6bd325e268c3b6.png]
fixed the hand and made a few touchups so that it now fits in a 152x240px box (between 128-160px horizontally).

But now I have one last question: should I get rid of the bright yellow?
I mean, the sprites don't have it, but it looks strange without it.
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#32
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I don't think you should keep the highlight, but you could play with the colour placement (I prefer the one on the left).
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#33
Honestly, I'm a little worried that with the left the collar/cuffs stand out too much, but the right also looks too light.
I tried shading it like I did in my avatar, but it doesn't seem to have enough contrast here.

Hmmmm

Is it the end of the world if I just keep the yellow (top right)? Maybe it's just because I've grown accustomed to it, but it seems to work the best with the rest of the tones, even if it's not in the actual sprites
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#34
(06-08-2014, 05:26 PM)Baegal Wrote: Honestly, I'm a little worried that with the left the collar/cuffs stand out too much, but the right also looks too light.
I tried shading it like I did in my avatar, but it doesn't seem to have enough contrast here.

Hmmmm

Is it the end of the world if I just keep the yellow (top right)? Maybe it's just because I've grown accustomed to it, but it seems to work the best with the rest of the tones, even if it's not in the actual sprites

I like the one with the brighter face and subdued clothes! Really, it makes it pop more. Not to mention, I see this kind of thing in games all the time. The in-game character will have simpler palettes than their larger mugshots. And considering your mugshot looks miles different than your sprite, I don't see why you can't go the whole nine yards and change a color or two. ^.^
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#35
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It's your call in the end, this is another suggestion if you're still dithering. Smile
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#36
I think I like Chris' left edit the best of all the versions

personally I don't think the cuffs and collar stand out too much

they seem to mesh really well with the rest of the colors actually

I feel like the more mellow colors work better for the portrait
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#37
Nice "All in One" package zip Baegal. I'm screwing around and being able to use the gifs as is (the in-place and alone ones) saved me tons of time when importing animations.
Animations - MFGG TKO (scrapped) - tFR
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"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#38
(05-26-2014, 11:21 PM)Chris2Balls [:B] Wrote: I really like the idea of there being more speech bubbles! Also the 15* system seems like a good standard.
I'm impressed by the presentation of your attacks, they illustrate your intentions well. Excellent job Baegal Smile

Why is the max 15 when the most I've seen being used is 5?
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#39
(06-13-2014, 11:19 AM)TheMario360 Wrote:
(05-26-2014, 11:21 PM)Chris2Balls [:B] Wrote: I really like the idea of there being more speech bubbles! Also the 15* system seems like a good standard.
I'm impressed by the presentation of your attacks, they illustrate your intentions well. Excellent job Baegal Smile

Why is the max 15 when the most I've seen being used is 5?

The idea is you have 15 *'s to spread out among ALL the listed stats. So you have a minimum of 1 * per stat, and a maximum of 5 I believe, and you spread out 15 *'s total.
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#40
(06-13-2014, 11:23 AM)TomGuycott Wrote: The idea is you have 15 *'s to spread out among ALL the listed stats. So you have a minimum of 1 * per stat, and a maximum of 5 I believe, and you spread out 15 *'s total.

That makes sense! I wonder how I'll divide my stats when my character nears completion...
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#41
[Image: xDM4H0N.png]
I think I'm finally calling this finished.
I want to leave the collar and face similar colors so that it doesn't look too different from the sprites, but I added a little yellow in it.
Updated first post.

GOGNIO and Spritality are really all that's left.
Should I do a lose mugshot?
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#42
Can't wait for the Gognio and Spritality! I was editing Ocks just last night, just added in your throw.
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