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it actually feels like he only tilts his shoulders to his right. mainly due to the way you drew the character: its suposed to walk foward but he's still faceing towards the viewer/sideways.
(09-09-2012, 10:15 AM)JuninFC Wrote: [ -> ][Image: 1iIvt.gif]

In addition to Metaru's advice, you might add some animation to the tie, make it swing to and fro a bit. Also, I'm not sure if this character is meant to look "noodley"; if not, it'd benefit from sharper elbows and knees and more movement in those joints as opposed to just the shoulders and hips rotating.


As for me... Managed to kick some motivation into myself and made an idle animation of Ridge. It's meant to parody one of those generic M&L enemies from the first game. The second is a quick shell anim I threw together to be used later. Any good?

[Image: RK9mf.gif][Image: fvDBk.gif]

I'll likely make a few more animations after these two get a greenlight, but I'd like to see an update on robo9's engine before I even attempt a full sheet.
Regardless, though, I've got a good idea of most of Ridge's moveset, so no worries there - I'll pixel that ship when it sails.
that looks good but too detailed. please refer to the other sprites.
Ridge and Starpower in the same game...
They're going to duel like they've never dueled before...
Hm, all right, I was a bit worried about detail. I'll see what I can do, but in the meantime;
Assuming it's the clothes, but what part in specific...? I'm not really sure where to cut down, so I might just be shooting in the dark...

EDIT: Good or not, I tried a few things.
A, [Image: MVsmR.gif] or B? [Image: STLjn.gif]

By the way, throughout the project I'm noticing varying animation speeds... Is this allowed, or is the actual game set in stone as 10 centisecond?
we dont know. the only restriction, besides the palette, is the 4 frame limit per animation as a standard.
Yes, animation speeds can vary.
ridge, you've got much too much anti-aliasing in your sprite for this style; this is what people are seeing as over-detailed. it looks too smooth compared to gors' tFR sprites.

i tried to make an edit, but i think a lot of the sprite's shape comes from its anti-aliasing, and i wasn't sure if i would be able to eliminate that without making him look odd.

i suggest experimenting with removing the shine and anti-aliasing and seeing where you can go from there.
(09-13-2012, 12:37 AM)Crappy Blue Luigi Wrote: [ -> ]ridge, you've got much too much anti-aliasing in your sprite for this style; this is what people are seeing as over-detailed. it looks too smooth compared to gors' tFR sprites.

i tried to make an edit, but i think a lot of the sprite's shape comes from its anti-aliasing, and i wasn't sure if i would be able to eliminate that without making him look odd.

i suggest experimenting with removing the shine and anti-aliasing and seeing where you can go from there.

If you've still got that edit hanging around, I'd like to see it regardless. It's always easier to iron things out when provided with someone else's example; once you show your edits I can redo it myself so the shape looks correct and whatnot.

Alternatively...
Hopefully I don't sound like a prick when I mention this but... ah well.
Part of the reason why I didn't eliminate the AA is due to varying amounts of it on characters in the tutorial itself.
While Gors (character) has little to none, it's confusing to be told that my sprite has too much when I then see Jetters has AA all around her head (or even the characters in the "AA" section).

If you're insistent that I should cut down, however, I trust you. I don't typically sprite this simply, so I'm almost having to relearn a few things for this project...

At the least, should I assume that I'm working off of ver. B (previous post?)?
i understand your points about gors' sprites. i wasn't really aware of the AA on jetters until you pointed it out, but the stuff in the AA section on the tutorial i figured were just some rarer examples. either way, i've been trying to stray from using AA more than a little bit on my sheet, and i think that's been the same for everyone else.

[Image: sBJkD.png]

this is all i did. mainly i cut down on some AA on the head and the front hand, and a couple bits of shading edits on the head and hoodie. i was mostly worried about the back hand, because once i took out the extra shade on it, the perspective on it changed for me and it looked a bit off. i'm not sure on how strict the rules are when it comes to limbs in the back, but i figure they get shaded the same way as limbs in the front, just with darker shades.
as i suggested before, i also removed the shine on his head. you could probably still get away with a shine there if it were smaller and white, so it'd be a bit more pronounced and less... realistic? i didn't do this.

i don't have any references nearby of koopas, so if there's anything outright wrong with my edits in terms of koopa designs, you know why. :B
Oh, I never knew there was AA on my head.
TBH though it's so light it doesn't even show (only vaguely if you're looking really close), so because of that it doesn't add any actual detail and unfortunately it isn't exactly comparable to what your sprite was in terms of detail.
Actually, this looks pretty good. I don't typically do this, but... would you be opposed to me using this edit? Everything in general is much better and I honestly couldn't do much differently at this point if I tried.
Ridge's face is differently shaped than most Koopas (smaller cheek, more pronounced lower jaw and significantly larger beak) so what you did is perfectly fine. The fist and beak look just fine without the extra highlighting, too.

Yeah, Jetters, that makes sense. Ridge's shade for yellow and blue are pretty dark so it looked like there was too much AA.

Also, Crappy, you've lead me to two questions with your edits. Should I keep the dark shading on the very bottom of the hood hanging down his back, and should the shading on his jacket go straight down like you have it as opposed to curving forwards into the front pocket?
Second thing, you added back the seam at the bottom of his pants. Did you use an older sprite by mistake or am I actually okay keeping that detail?
i don't see anything wrong with you using my edit. i think the shading on the hood is fine, but i don't really understand why it just sort of hangs there instead of being influenced by his body's movement. is that a stylistic thing? that's cool i guess, just making sure.

i readded the seam at the bottom of the pants because it wasn't exactly unnecessary detail; to me, having the seam there makes the end of his pants legs and the start of his shoes more readable.

for the shading on the jacket, that's more up to your interpretation, i feel. the big reason i messed with its shading in the first place was to make more of it visible and a bit less busy. at this point, use your own discretion.
protip: shading on these sprites is purely functional. highlights arent really needed since volume is given by the "darker" parts of each sprite. the main goal behind these sprites's art is basically to be extremely readable while still being simple and fun to do.
I'm not notable on this site, but I really like this art style, since it's easy to do and looks good. I've also been here for a long time, even though I don't post much, but that seems to be the only requirement to be part of this project. It also seems like a good way to increase my animation skills.

[Image: YZDQo.gif]

(here's a reference since I know my character isn't well known)