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wind waker sprites needed
#1
im making a 3d zelda game and ive made a couple of sprites theyre not to bad they need a little work tho heres a link to see those
click here if anyone can edit or shade those i would be thankful click here.. i have shown you those so you could get an idea of what kind of sprites im asking for if anyone can help please do any kind of windwaker character ill be happy thank you for your time
[Image: orb21.png][Image: orb22.png][Image: orb23.png]
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#2
Hmm... This project shows some form of promise to a degree of it looks fairly decently coded.
The only thing that I don't like is the incredible style contrast. This sort of game needs to stick to one style or it will not work.

Decide a style, and give more information on that.
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
#3
(06-14-2009, 05:34 AM)Dazz Wrote: Hmm... This project shows some form of promise to a degree of it looks fairly decently coded.
The only thing that I don't like is the incredible style contrast. This sort of game needs to stick to one style or it will not work.

Decide a style, and give more information on that.
the style of link in the game is the style i want i need the ones i made edited to make them the way link is
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#4
Uhh, that is NOT a style. That is oldskoolmario's M&LUnsureuperstar Saga-styled Link, simply without any outline.
BEHOLD! [Image: link11.png]
I think that i am clear when i say that you either re-add the outline or choose another style. The reason that i told you to not get rid of the outline is that i assume that Oldskoolmario would be not-so-very happy then.

AND by the way, those are IMPOSSIBLE to shade in the same style since you have re-sized and deleted the outline of link.
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#5
(06-14-2009, 03:21 PM)Shadow Computer Wrote: Uhh, that is NOT a style. That is oldskoolmario's M&LUnsureuperstar Saga-styled Link, simply without any outline.
BEHOLD! [Image: link11.png]
I think that i am clear when i say that you either re-add the outline or choose another style. The reason that i told you to not get rid of the outline is that i assume that Oldskoolmario would be not-so-very happy then.

AND by the way, those are IMPOSSIBLE to shade in the same style since you have re-sized and deleted the outline of link.

i kno that thats old school marios and i took the outline out because it took the 3d away from him and you just said its not a style then you said its link m&l:superstar saga-styled link so he is a style which take the point out of your post
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#6
Without the outline, it looks sloppy.

And he means, if you want an M&L styled game, you could've just said so instead of "copy this style". >.>
Still thinking of a new name.
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#7
(06-15-2009, 09:26 PM)Shroob2 Wrote: Without the outline, it looks sloppy.

And he means, if you want an M&L styled game, you could've just said so instead of "copy this style". >.>
well i didnt know what style it was i figured other people would thats why i said this style
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#8
I'm gonna make a few suggestions. While it is not the worst thing I've ever seen make with Game Maker, it's certainly not the best use of 3D. The following problems should be addressed :

1) If you're going to have 3D the biggest issue you'll have is with camera position, and I was able to walk behind a cliff and get completely lost because I could not see myself.

2) If you've played the 3D Zelda games, you've never had a jump button, and it's this point that will immediately cause people to realize they're playing a fan game, which is something you don't want to do. In any fan game, your goal should either be parody or as close as possible to the real thing. In this case, you're going for matching the real thing it seems. So, I'd say take away the jump button and use some methods to code for an auto-jump when he comes to a ledge.

3. You've got a depth issue. Things don't really seem like they're on the same horizontal axis when you walk up to them. I'm not sure if that's because you're using planes or not, but it doesn't really seem like they have any volume, which again, is a problem. When working with three dimensions, volume and depth are CRITICAL, because without it you're wasting your dimensions. So, work at making your sprites seem to have more volume. This does partially go with number one, as being able to adjust the Camera will help a lot.

Well, with those, go right ahead and do something outside the usual tutorial 3D effects, make this something really worthwhile.


#9
suggestions!Smile
(06-17-2009, 04:36 AM)Zee Wrote: I'm gonna make a few suggestions. While it is not the worst thing I've ever seen make with Game Maker, it's certainly not the best use of 3D. The following problems should be addressed :

1) If you're going to have 3D the biggest issue you'll have is with camera position, and I was able to walk behind a cliff and get completely lost because I could not see myself.

2) If you've played the 3D Zelda games, you've never had a jump button, and it's this point that will immediately cause people to realize they're playing a fan game, which is something you don't want to do. In any fan game, your goal should either be parody or as close as possible to the real thing. In this case, you're going for matching the real thing it seems. So, I'd say take away the jump button and use some methods to code for an auto-jump when he comes to a ledge.

3. You've got a depth issue. Things don't really seem like they're on the same horizontal axis when you walk up to them. I'm not sure if that's because you're using planes or not, but it doesn't really seem like they have any volume, which again, is a problem. When working with three dimensions, volume and depth are CRITICAL, because without it you're wasting your dimensions. So, work at making your sprites seem to have more volume. This does partially go with number one, as being able to adjust the Camera will help a lot.

Well, with those, go right ahead and do something outside the usual tutorial 3D effects, make this something really worthwhile.

thank you for your suggestions ... i was going to take the jump out for the same reason you said and i am going to figure out how to make the sprites look more 3d but like i said before thank you for your suggestions!Smile
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#10
in that case, the first thing you need to do is up the resolution on the sprites, since they're upscaled
you need to make them not look pixel-ly
[Image: ndsMEF0.gif][Image: sig.gif]
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#11
(06-18-2009, 11:59 PM)Vipershark Wrote: in that case, the first thing you need to do is up the resolution on the sprites, since they're upscaled
you need to make them not look pixel-ly
like this !Smile[Image: redeadicon2.png]
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#12
sort of
I didn't mean put gradients on them
also that redead still has terrible shading



basically, do this for link:
(02-18-2009, 09:24 PM)Cooltrainer♂ Tyvon Wrote: I don't know if I can actually help you out by editing your sprite, due to the huge amount of flaws it has, so I decided to make a mini-tutorial instead to show you how to do it RIGHT;

You see, when you outline it like that, it'll be full of flaws. Jagged edges, nasty black lines, and it won't come out the way you want it to at all.

So, instead of outlining a 2x sprite, this is what you do instead;

[Image: sonichddonerightsm5.png]

Step 1: Resize the sprite you're using to 2x size. Map out the palette, and then color over the entire sprite with a color that stands out opposite from the background. I used yellow because it helps me focus more on the edges because it doesn't blend in with the background at all.

Step 2: Once you resize your sprite, smoothen the edges. Use the original sprite as a reference if you need to. Remember that your sample sprite is a reference; don't rely on it throughout the whole process. Don't try to nail it shape-by-shape, because chances are it'll end up looking really ugly and awkward.

Step 3: Once you've smoothened your edges, start mapping out your colors. Again, use your reference. Don't stress over details just yet, since all you're doing is mapping out the sprite.

Step 4: Begin the shading process. Use only the colors you're provided. You have freedom at this point, so don't focus on nailing it down to the last pixel; add your own flavor to it if you want, and feel free to shade things a bit differently. Remember to be patient, or your sprite won't turn out the way you want it to at all.

You're pretty much done here.

Step 5: This is optional, but if you wanna add a "true" hi-res effect, throw in what I like to call "in-between" colors. Use these to AA your edges, to add that nice smoothing effect you see in most larger sprites. You can also use in-between colors to add additional outlines and details.

Of course, mine isn't perfection but I decided to make this to help a brotha out.

Hope this helps.
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#13
(06-19-2009, 11:26 AM)Vipershark Wrote: sort of
I didn't mean put gradients on them
also that redead still has terrible shading



basically, do this for link:
(02-18-2009, 09:24 PM)Cooltrainer♂ Tyvon Wrote: I don't know if I can actually help you out by editing your sprite, due to the huge amount of flaws it has, so I decided to make a mini-tutorial instead to show you how to do it RIGHT;

You see, when you outline it like that, it'll be full of flaws. Jagged edges, nasty black lines, and it won't come out the way you want it to at all.

So, instead of outlining a 2x sprite, this is what you do instead;

[Image: sonichddonerightsm5.png]

Step 1: Resize the sprite you're using to 2x size. Map out the palette, and then color over the entire sprite with a color that stands out opposite from the background. I used yellow because it helps me focus more on the edges because it doesn't blend in with the background at all.

Step 2: Once you resize your sprite, smoothen the edges. Use the original sprite as a reference if you need to. Remember that your sample sprite is a reference; don't rely on it throughout the whole process. Don't try to nail it shape-by-shape, because chances are it'll end up looking really ugly and awkward.

Step 3: Once you've smoothened your edges, start mapping out your colors. Again, use your reference. Don't stress over details just yet, since all you're doing is mapping out the sprite.

Step 4: Begin the shading process. Use only the colors you're provided. You have freedom at this point, so don't focus on nailing it down to the last pixel; add your own flavor to it if you want, and feel free to shade things a bit differently. Remember to be patient, or your sprite won't turn out the way you want it to at all.

You're pretty much done here.

Step 5: This is optional, but if you wanna add a "true" hi-res effect, throw in what I like to call "in-between" colors. Use these to AA your edges, to add that nice smoothing effect you see in most larger sprites. You can also use in-between colors to add additional outlines and details.

Of course, mine isn't perfection but I decided to make this to help a brotha out.

Hope this helps.

yeah i can try to do that but im not to good and i kno that ones shading is bad because i never took the bad shading out of it but i am going to
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