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I think the vine whip is simply lacking a frame. Add a frame in which the vine's straight, mess around with the timing and it should be ok!
(11-24-2014, 01:24 PM)Chris2Balls [:B] Wrote: [ -> ]I think the vine whip is simply lacking a frame. Add a frame in which the vine's straight, mess around with the timing and it should be ok!

That's what I said. XD
(11-23-2014, 07:09 PM)DragonDePlatino Wrote: [ -> ]Oh man, this is probably one of your best sheets yet! I think the idea of incorporating a Kirby inhale is pretty creative and should be incorporated into your future sheets. Stuff like that adds a little individuality to your sprites and sets them apart from other purely-Mario sheets. So really, not many complaints here! ...But I do think the win pose looks a little unsettling...you've given Ivysaur dexterous fingers (and an extra one at that!) which is reaaally pushing it, even for a cartoon character. Why not try a thumbs-up pose like this?


[Image: ivysaur_win_by_dragondeplatino-d87g27g.png]

By the way, I noticed that a while ago you got a request to do Smeargle. Are you thinking of eventually doing that sheet? I might want to give one of these Super Mario Advance sheets a try myself.

I changed it
[Image: Newer_Win.png]

But I might use a different Kirby ability on some sheets; inhale might look too weird on some characters.

Also I didn't know I had a Smeargle request. I could do I at some point, but I have a fangame I want to work on so I might not be doing another sheet for a while. So if you want to make it, you can.
You can also use the same art-style if you want.



[Image: Wip1.gif] [Image: XWip1.gif]

About the vine whip: I ended up making 2 versions and I don't know which to use on the sheet.
The left one has Ivy pull the vine back quick and the right one is like the Whip from Castlevania.
I like the first one better. I don't like how the second breaks flow and how long the animation is, duration-wise. Although, it would work fine if he was grabbing onto a box or something.
Why not use both? If you're working on a fangame, then maybe characters could have upgradeable abilities? Ivysaur could start off with the slow whip on the right, but after he gets some sort of Metroid-esque upgrade, he could have the faster vine whip on the left.

Either that, or Ivysaur could have the ability to charge up his vine whip. If you charge it up until he's flashing, then you get the quick whip on the left. But if you let go of the charge prematurely, you get the slower whip on the right.

OR...If you rapidly smash the attack button, you could get lots of quick whips, but if you hold it down for a second you get the slower whip with higher knockback...but I think you get the idea at this point. :X
I agree with DDP. And just changing the duration of the frames makes a huge difference as well, so there's no telling what could be done with it. I say include both and just list one of them as an alt whip.
the first one is way better. if you are ever going to normally attack in a game, it should be a quick attack.
IDEA! You should make vine links so the player can waggle the vine around like the whip in Super Castlevania. That'd be so funny. ^^
I updated the sheet with pretty much all of the ideas y'all said. Now Ivy's sprite-sheet be much bigger than that there Kirby's sprite-sheet!


Quote:If you're working on a fangame


Unfortunately, the fangame I'm working on isn't compatible with the sprite sheets I've been making so far.

It uses a different style and is a remake of The Legend of Zelda (but as a platformer!)

[Image: Pic2.png] [Image: Pic.png]

It's very early in development right now. Since I make all of the sprites, I'm learning a lot about how graphics without outlines work as I create the game.

the weird green thing in the first shot is a place holder
Link looks so angry in those shots.
No way!!! You're actually working on a side-scrolling Zelda fangame?!? In what engine? I actually got that idea myself a week ago, with the sprites to prove it! Jinks! Man, and those sprites actually look pretty good. My only concern would be Link's sword and shield...where are they?!? In pretty much every Zelda game Link is supposed to passively hold his shield to block attacks...

Oh, and the Ivysaur sheet looks finished to me. Nice job on that.
I thought he had a grump face for a second there.  Tongue
try to desaturate the background so that link is visible. right now, the green rocks sorta blend with his tunic
(11-25-2014, 04:35 PM)Ton Wrote: [ -> ]Link looks so angry in those shots.

He's upset his design isn't the one used in the game that's being remade.  (Hint Hint.)
(11-25-2014, 05:31 PM)DragonDePlatino Wrote: [ -> ]No way!!! You're actually working on a side-scrolling Zelda fangame?!? In what engine? I actually got that idea myself a week ago, with the sprites to prove it! Jinks! Man, and those sprites actually look pretty good. My only concern would be Link's sword and shield...where are they?!? In pretty much every Zelda game Link is supposed to passively hold his shield to block attacks...

Oh, and the Ivysaur sheet looks finished to me. Nice job on that.

The game is being made in Game Maker: Studio 1.2 Standard and is built off of another game I was making a long time ago, Zelda X Castlevania. The sword and shield are seen when you use them like the Game Boy Advance Zelda games.


[Image: This_Again_XX.png]

Now I've changed the contrast like ya said, recme. I'll also be changing that hyper-realistic backgrond when I get a chance.

Also it's not going to be a strict remake of Zelda 1, I'm adding/changing some features like a Power Meter replacing all item ammo(like the stamina meter from ALBW), 4 player split-screen(don't worry, it's already in the game)

And Epona!
[Image: spr_link_stand_strip2.png]
Epona picked up a few pounds because it seemed like something was missing around it's stomach I didn't know what else to add. I've learned a lot from what you've all told me about Ivysaur so animating this shouldn't be hard.
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