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hey maarten! i like the f-zero mockup. i think the background is too big and the horizon too low. i didn't recognise the ship, either.
i made an edit to make it look more like f-zero:
[Image: qWWn8NU.png]
i brought the horizon up, resized the background, changed the shape of the road and tried to give a better impression of distance. the hud takes up a lot of room, maybe you should make it smaller or get rid of some parts?
keep going though, i think you should do more of these Smile
(04-20-2014, 08:00 PM)Chris2Balls [:B] Wrote: [ -> ]hey maarten! i like the f-zero mockup. i think the background is too big and the horizon too low. i didn't recognise the ship, either.
i made an edit to make it look more like f-zero:
[Image: qWWn8NU.png]
i brought the horizon up, resized the background, changed the shape of the road and tried to give a better impression of distance. the hud takes up a lot of room, maybe you should make it smaller or get rid of some parts?
keep going though, i think you should do more of these Smile

wow your version is very better then my version I am very bad with mockups and especially with jobs make Exclamation any tips to make an f zero original gameboy mockup
No problem!

For a start, I shrank some tiles to 8x8 or 8x16 pieces. I used the four "colours" that can be used on Gameboy (white, light grey, dark grey, black). Then I tried to keep roughly the same proportion of sky and land and as in a video of Death Wind I was watching. I made sure the ship was centred. If you look at a video of F-Zero or play the game, you may notice the track converges towards the hooks in the horizon - no wider, no narrower. I took the time to see how the game's track gave an impression of distance: it's actually quite gradual, thanks to mode 7. Look very carefully at all the details when you next play, perhaps even take screenshots or video captures of your own.
For the ship, I was looking at the SNES sprites of the Blue Falcon, asking myself what makes it unique? There are the big fins, the twin reactors slanting outwards and the air brakes (?) on top of them. It's important to keep things contrasted, so I made the cockpit white, and not grey.

[Image: large.jpg][Image: qWWn8NU.png]
See how far up the horizon is? The track and background fade to white into the horizon, and starts out very wide and finishes very narrow. If you can keep the same proportions in your mockups, then it'll feel similar to F-Zero.

I hope this helps! If not, ask away Smile
I have no time to make the F zero mockup better but I have the first time since 5 years ago to make an megaman x 4 style of pandora 5 years later I know the ps 1 colors an little bit you can use for the pallette 3 colors for an little enemy for bigger enemy's you use 4 colors but I know but here can you seen my megaman x 4 pandora it have been 5 years ago when I'm making 32 bit sprites of megamanUnimpressed

[Image: pandoramegamanx4style_zps83bf6354.png]
Model E. And yes. It is made by scratch It is a secret to make an elpizo mode on megaman ZX

[Image: modele_zps92702f72.png]
Very interesting, but the length of her left arm looks a little off.
(06-06-2014, 03:00 PM)E-Man Wrote: [ -> ]Very interesting, but the length of her left arm looks a little off.

I have an impression about kirbymario's 8 bit revamped mario but I have an idea to let's do this with 8 bit wario

[Image: remakewariomaarten_zps468a9caa.png]

[Image: tetsujin28FXsrwog2style_zps981bb8cc.png]

I try to make an non super robot wars game mech to the gba super robot wars sprite and that's tetsujin28 FX these are never included in the gameCute

[Image: modele_zps519b0f58.png]

E-Man better
[Image: txE5O.jpg]
YOURS | MINE

I added some bulk to Wario's body and changed his face. The chin was especially bothering me with it being too far off to the side. Hope this helps. I realize Wario's squiggly mustache is hard to do at this size, so sorry I couldn't do better with it.
I trying to learn an metroid sprite this is my first ever metroid sprite of samus aran it is samus aran in fusion suit in the 8 bit metroid style it is defenitely made from scratch

[Image: fusionmetroid8bit_zps137fe55c.png]
Her arms seem a bit long, but that's a great start for 8-bit Fusion Samus.
[Image: klonoaversion1mm16910style_zps88ff6174.png]

I see an thread of an 8 bit megaman version of klonoa I think this is my 8 bit klonoa megaman version

(06-07-2014, 11:15 AM)Midi Wrote: [ -> ]Her arms seem a bit long, but that's a great start for 8-bit Fusion Samus.

[Image: fusionmetroid8bit_zps03c9b84e.png]

I saw the long arms midi its fixed again thank you midi I'm still better in spritesCool
Judging from how you keep saying better, and actually posted the klanoa sprite on a thread just to say it is better than the other guy's, you seem to have this idea that it is mega important to be better than everyone. Which is silly and you should stop. (if he doesn't get what I mean anyone able to tell him in dutch I generally can't use google translate as it crashes my browser), now to crit on the sprites.

The sprite of Samus is very...I can't really put it in another way without it being rude, gross. The colors don't fit very well, a dark cold then a bright hot generally don't mix well unless you have very complex shading. It seems like you should add more defined lines as well since this is an armor we are looking at, so try hard edges rather than soft. I would also say make the wrist look more separate from the forearm looks like a giant row of pixels and then a random thumb.
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