Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Thu Jul 28, 2016 10:02 am
Wafer-thin Animator
By the way, Neweegee, I actually got some critiques for your sprites that Kirby's Adventure shared with me (using Engarde as an example). As much as I'd like to make a copy of his post, I'll just put it in my own words instead.
Do you see the tail fin? While an actual swordfish has it move in and out (or towards and away from the screen at this angle), yours acts like it's swiveling about on a central pivot of sorts. There's also the matter that it it moves back and away before returning to its neutral position. It seems pretty jumpy as a result and not even your subtle body changes do a good job of making it look more natural.
Spoiler:
I felt like I butchered that last bit of the first critique. Here is the original version in case my verison lost the original meaning: "it also really only moves back/away and returns to its neutral position - and the subtle shading changes along his body don't do a good job of conveying it - it actually seems kind of jumpy!"
Now, as appealing as the overall shading is, you need plenty of practice to portray it correctly. Some of the parts fail to convey the proper form, while other parts look needlessly flat. Going by some advice TheShyGuy gave me in the past, a good recommendation is to visualize your light-source and imagine that your sprites are wireframe objects. The squares (or triangles in some cases) that are directly facing the light-source (you can even draw lines emanating from the light to better help you see which panels receive "light") are naturally the ones that are the brightest. Then, just average the shading out.
By the way, do you remember this?
Neweegee wrote:
It's hard to explain, but one of the main techniques I do is a 'draw parts on top of the character' thing, I draw a color of what's supposed to be the moving parts of the character, then give it detail. This shows how it's done:
After the parts, I animate anything else on the character a little. (I don't have layering tools BTW).
Without any changes, this technique is currently a poor choice when it comes to respecting anatomy. Since the parts are drawn one at a time, it doesn't provide any connections between each one nor how they properly move.
Did any of that make sense to you, man?
By the way, Neweegee, I actually got some critiques for your sprites that Kirby's Adventure shared with me (using Engarde as an example). As much as I'd like to make a copy of his post, I'll just put it in my own words instead.
[img]http://s32.postimg.org/bkbjv6yyt/Main_Idle.gif[/img]
Do you see the tail fin? While an actual swordfish has it move in and out (or towards and away from the screen at this angle), yours acts like it's swiveling about on a central pivot of sorts. There's also the matter that it it moves back and away before returning to its neutral position. It seems pretty jumpy as a result and not even your subtle body changes do a good job of making it look more natural.
[spoiler]I felt like I butchered that last bit of the first critique. Here is the original version in case my verison lost the original meaning:
"it also really only moves back/away and returns to its neutral position - and the subtle shading changes along his body don't do a good job of conveying it - it actually seems kind of jumpy!"[/spoiler]
Now, as appealing as the overall shading is, you need plenty of practice to portray it correctly. Some of the parts fail to convey the proper form, while other parts look needlessly flat. Going by some advice TheShyGuy gave me in the past, a good recommendation is to visualize your light-source and imagine that your sprites are wireframe objects. The squares (or triangles in some cases) that are directly facing the light-source (you can even draw lines emanating from the light to better help you see which panels receive "light") are naturally the ones that are the brightest. Then, just average the shading out.
By the way, do you remember this?
[quote="Neweegee"]
It's hard to explain, but one of the main techniques I do is a 'draw parts on top of the character' thing,
I draw a color of what's supposed to be the moving parts of the character, then give it detail. This shows how it's done:
[img]http://s33.postimg.org/cmrb1cv27/Popped.png[/img]
After the parts, I animate anything else on the character a little. [size=75](I don't have layering tools BTW)[/size].[/quote]
Without any changes, this technique is currently a poor choice when it comes to respecting anatomy. Since the parts are drawn one at a time, it doesn't provide any connections between each one nor how they properly move.
Did any of that make sense to you, man?
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Thu Jul 28, 2016 1:03 pm
* Incredible nightmare ensues *
As you can probably guess by now, I don't really know what I'm doing when I make sprites, so I kinda just put things together until they look okay enough. It might be because I've never actually looked up any real tutorials for spriting. But I'm not saying this is really acceptable... Or... am I? Wait no? Gah! That's why a lot of stuff comes out weird. I'm always up for trying to fix any problems, though.
Buuuuuut I don't feel like going back to fix old sheets, especially since it'd be better to redraw it entirely. I'll go ahead and finish Dixie as-is to get that out of the way so I can try to figure this out from the ground up, because the sprite's design itself is broken beyond repair, but I """think""" it can still be useful. I'll scrap the sheet if you want me to, though.
Also, I almost forgot something:
CM30 wrote:
Are you making an actual game with them at some point?
Not really, but the possibility is actually pretty strong.
I just broke my own rule of putting a sprite in every post I make in this topic ;_;
As you can probably guess by now, I don't really know what I'm doing when I make sprites, so I kinda just put things together until they look okay enough. It might be because I've never actually looked up any real tutorials for spriting. But I'm not saying this is really acceptable... [size=60]Or... am I? Wait no? Gah![/size]
That's why a lot of stuff comes out weird. I'm always up for trying to fix any problems, though.
Buuuuuut I don't feel like going back to fix old sheets, especially since it'd be better to redraw it entirely. I'll go ahead and finish Dixie as-is to get that out of the way so I can try to figure this out from the ground up, because the sprite's design itself is broken beyond repair, but I """[i]think[/i]""" it can still be useful. I'll scrap the sheet if you want me to, though.
Also, I almost forgot something:
[quote="CM30"]Are you making an actual game with them at some point?[/quote]
Not really, but the possibility is actually pretty strong.
[size=50]I just broke my own rule of putting a sprite in every post I make in this topic ;_;[/size]
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Sun Jul 31, 2016 9:52 pm
* Incredible nightmare ensues *
With some help from the other MFGGers, I've made some of Ninten's sprites for an Earthbound Beginnings Fangame I'm working on.
I closely examined various animations to try to get this right.
Note: Right now, I don't know "how" Ninten should jump, so he is using a jump pose like Mega Man's for now
Here's how they look in the very much WIP game so far:
With some help from the other MFGGers, I've made some of Ninten's sprites for an Earthbound Beginnings Fangame I'm working on.
[img]http://s32.postimg.org/j5x8irekl/Ninte.gif[/img]
I closely examined various animations to try to get this right.
[img]http://s32.postimg.org/72nbhge4l/Ninte_Sprites.png[/img]
Note: Right now, I don't know "how" Ninten should jump, so he is using a jump pose like Mega Man's for now
Here's how they look in the very much WIP game so far:
[img]http://s32.postimg.org/4b8n4l4zp/Wip_Bound_B1.gif[/img]
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 01, 2016 3:21 am
Huh? What? Huh?
i think you should work on shading and construction before really getting deep into things.
the way you shade things is very SMA4-esque, and trust me, that game's style is awful. right now, ninten looks really plastic-y. looking closer, i can see what you were trying to do with the highlights, but they don't translate well at 1x.
overall you should try to focus on making each important feature of the head, body, etc clearcut and readable. give him some cheeks, a slightly bigger ear to help the silhouette, the works. a nose isn't too important at this scale, so you can, with some tweaks, do something like this-
i think you should work on shading and construction before really getting deep into things.
the way you shade things is very SMA4-esque, and trust me, that game's style is awful. right now, ninten looks really plastic-y. looking closer, i can see what you were trying to do with the highlights, but they don't translate well at 1x.
overall you should try to focus on making each important feature of the head, body, etc clearcut and readable. give him some cheeks, a slightly bigger ear to help the silhouette, the works. a nose isn't too important at this scale, so you can, with some tweaks, do something like this-
[img]http://i.imgur.com/TXDSOtQ.png[/img][img]http://i.imgur.com/q4Yy5Pb.png[/img]
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 01, 2016 9:20 pm
* Incredible nightmare ensues *
Okay, I've tried following what you've said closely. Though I decided keep Ninten's face round to retain the EarthBound look.
I think I'm getting it figured out But I'm always up for more changes if needed.
Okay, I've tried following what you've said closely.
Though I decided keep Ninten's face round to retain the EarthBound look.
[img]http://s32.postimg.org/f4s50d75x/Ninten_Here_again.png[/img]
I think I'm getting it figured out :whoops:
But I'm always up for more changes if needed.
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 01, 2016 11:00 pm
Not a bird
I think he looks like a toy now, lol. He looks more cute. But I liked having most of his head shadowed and having a nose, and his smile looks a little awkward. Try making it less wide, one pixel less wide like the previous. (Guess that's why he looks like a toy)
I think he looks like a toy now, lol. He looks more cute.
But I liked having most of his head shadowed and having a nose, and his smile looks a little awkward. Try making it less wide, one pixel less wide like the previous. (Guess that's why he looks like a toy)
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Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 01, 2016 11:00 pm
Huh? What? Huh?
the issue with the face is that it's not necessarily "round" as you had it originally, in earthbound's style faces do have a bit of dimension to them-
your current edit is better than the original in that regard, since the original looks like it shrinks near the bottom, making it look like he doesn't have a chin.
the issue with the face is that it's not necessarily "round" as you had it originally, in earthbound's style faces do have a bit of dimension to them-
[img]http://files.fobby.net/0000/50b6/Smash%20Brawl%20Ness.jpg[/img]
your current edit is better than the original in that regard, since the original looks like it shrinks near the bottom, making it look like he doesn't have a chin.
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Tue Aug 02, 2016 6:14 am
Wafer-thin Animator
Now you're starting to get a good mix between Mit's mechanics and your charming style! If you can keep experimenting, then that'll be great!
By the way, I'd consider fitting a nose on that sheet because he looks weird without it.
Now you're starting to get a good mix between Mit's mechanics and your charming style! If you can keep experimenting, then that'll be great!
By the way, I'd consider fitting a nose on that sheet because he looks weird without it.
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 08, 2016 6:04 pm
* Incredible nightmare ensues *
Okay, here's an update where the animations have been updated to match Ninten's new sprite
< - Jump I still don't know what kind of jump Ninten should do yet, but right now, Ninten does a forward flip into a fall animation.
Here's a look at the sprites in-game to get a better understanding of how the they're are used. Spoiler:
The tileset and background here are actually place holders, until I come with what the level should actually be.
This is a WIP of a Mech made for Ninten to use at later points in the game.
Pretty sure you already guessed, but the design is based one from Kirby Planet Robobot
Okay, here's an update where the animations have been updated to match Ninten's new sprite
[img]http://s10.postimg.org/it1fsd4wp/Lose.png[/img]
[img]http://s10.postimg.org/bt0vfo2zd/Nin_Run.gif[/img] [img]http://s10.postimg.org/s1lp2w17d/Nin_Spin.gif[/img] < - Jump
I still don't know what kind of jump Ninten should do yet, but right now, Ninten does a forward flip into a fall animation.
Here's a look at the sprites in-game to get a better understanding of how the they're are used.
[spoiler][img]http://s10.postimg.org/k0kfhp1cp/Nin_Again.gif[/img]
The tileset and background here are actually place holders, until I come with what the level should actually be.[/spoiler]
This is a WIP of a Mech made for Ninten to use at later points in the game.
[img]http://s10.postimg.org/pgtwklfyx/Bot_thing.png[/img]
Pretty sure you already guessed, but the design is based one from Kirby Planet Robobot
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 08, 2016 6:28 pm
soverygrin
Neweegee wrote:
Okay, here's an update where the animations have been updated to match Ninten's new sprite
< - Jump I still don't know what kind of jump Ninten should do yet, but right now, Ninten does a forward flip into a fall animation.
Here's a look at the sprites in-game to get a better understanding of how the they're are used. Spoiler:
The tileset and background here are actually place holders, until I come with what the level should actually be.
This is a WIP of a Mech made for Ninten to use at later points in the game.
Pretty sure you already guessed, but the design is based one from Kirby Planet Robobot
This is going great so far. The jumping animation seems a bit too Sonic"y" though.
[quote="Neweegee"]Okay, here's an update where the animations have been updated to match Ninten's new sprite
[img]http://s10.postimg.org/it1fsd4wp/Lose.png[/img]
[img]http://s10.postimg.org/bt0vfo2zd/Nin_Run.gif[/img] [img]http://s10.postimg.org/s1lp2w17d/Nin_Spin.gif[/img] < - Jump
I still don't know what kind of jump Ninten should do yet, but right now, Ninten does a forward flip into a fall animation.
Here's a look at the sprites in-game to get a better understanding of how the they're are used.
[spoiler][img]http://s10.postimg.org/k0kfhp1cp/Nin_Again.gif[/img]
The tileset and background here are actually place holders, until I come with what the level should actually be.[/spoiler]
This is a WIP of a Mech made for Ninten to use at later points in the game.
[img]http://s10.postimg.org/pgtwklfyx/Bot_thing.png[/img]
Pretty sure you already guessed, but the design is based one from Kirby Planet Robobot[/quote]
This is going great so far. The jumping animation seems a bit too Sonic"y" though.
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Mon Aug 08, 2016 7:03 pm
it looks more like samus' space jump to me
it looks more like samus' space jump to me
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Quote:
-_- why i turned like my enemy?
Mit wrote:
Just what is the deal with Paper Mario? I mean really! You've got these huge sprites, all this shading, it's a wonder it doesn't crash the game! Just how do they do it? Really!
DarkBlueYoshi wrote:
Also, it's a 4-bit sprite, not 16-bit in the SNES.
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Tue Aug 09, 2016 1:53 am
A Inky Space Princess
While it looks pretty good so far, I suggest that you change the angle of the walk it looks very weird. Try it maybe from a left/right side angle instead of a weird SMWish 3/4 angle. Also the jump has too much of a roll for a kid without an invincibility star or robot armor on, so just stick with a simple calm luigiish styled jump.
While it looks pretty good so far, I suggest that you change the angle of the walk it looks very weird. Try it maybe from a left/right side angle instead of a weird SMWish 3/4 angle. Also the jump has too much of a roll for a kid without an invincibility star or robot armor on, so just stick with a simple calm luigiish styled jump.
Post subject: Re: Neweegee makes random sprites: Extended Edition
Posted: Tue Aug 09, 2016 11:06 pm
Not a bird
This spin jump looks like some kind of special move more than a regular jump. Mybe you could have an alternative jump animation that looks like his hurt pose or the one above on the left.
This spin jump looks like some kind of special move more than a regular jump.
Mybe you could have an alternative jump animation that looks like his hurt pose or the one above on the left.
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