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Back at it again (at Dreamy Team)
#1
Since it's been literally years since my threads were used... figured I'd go ahead and make a new one.
In an attempt to wrap up my M&L backlog, I'm periodically posting animations for a handful of sheets in hopes to get some feedback before they're submitted.
There are also some miscellaneous things that might not warrant their own threads.

(Animations may be better viewed opened on their own tab because of some fast frame rates.)

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#2
This is the sprite version of "Best Adapted Screenplay." Amazing.
Keep it up. These are amazing. I love Bundt. The smoke animation is awesome. I can't wait to see more.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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Thanked by: Ridge Troopa
#3
Ridge Wrote:(I'll edit this out later... but how does submitting work now? Can't seem to find the page.)

It's a bit easier now. You just go to the TSR section where you want to submit a sheet, and there should be an "Add New Sheet" button at the top.

[Image: 2014-11-19_1823.png]
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#4
(03-28-2015, 01:36 PM)Pik Wrote: It's a bit easier now. You just go to the TSR section where you want to submit a sheet, and there should be an "Add New Sheet" button at the top.

Sometimes I'm not sure if it's the most evident things that are missed... or if that's just me. Thanks.

Any last-minute criticisms on the Mecha-Koopa sheet before I go ahead and submit it, then?
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#5
The Mecha-Koopa sheet looks nearly perfect, so the only small nitpick I could provide is on the shape of the feet for the north-facing and south-facing sprites. What you have is nice, but personally I think the bottoms of the feet shouldn't so flat unless they are bending. They should come to more of a sharp point that matches the angle of the top of the feet.

But really, I might be wrong here and it's an incredibly small nitpick. Should you even be going here for feedback on your sprites? You're in a completely different league that most of us! XD

EDIT:

If I were you, I'd head over to the PixelJoint or WayOfThePixel forums to get some feedback on your work. The artists over there are much closer to your skill level, and some like Atooi have actually worked on commercial Nintendo games. You'll get more feedback and less childish bickering if you start up a thread over there.
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#6
Welcome back Ridge, sprites are looking fab as always, it's hard to find any faults in them honestly Sad

I guess the only thing I can say is maybe it so in the Popple Sheet, you can visually see him put his left hand into the bag and grab things to throw.
[Image: JSW7XoM.png][Image: M9AUckK.png]
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#7
(03-28-2015, 10:48 AM)Ridge Troopa Wrote: Yeah, making those three frames faster would probably do it. I don't think it would be noticeable in browser though unfortunately. I will say I'd like to keep the blur frames in place - you can see my Shroobsworth reference in the bottom-right corner of the sheet there. I'll try it myself but feel free to post an edit if you're inclined.

i tried speeding the motion blurs up in previous's gif maker, but they were already at maximum speed. the least i did was to remove the middle blur frame.

[Image: gzDfa7s.gif]

sorry about the transparency, but i think you get the general idea. the only thing that should be tweaked is the blur itself, since its sorta in a weird shape at the moment.
[Image: XeE6VeC.gif]
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#8
(03-28-2015, 01:58 PM)DragonDePlatino Wrote: The Mecha-Koopa sheet looks nearly perfect, so the only small nitpick I could provide is on the shape of the feet for the north-facing and south-facing sprites. What you have is nice, but personally I think the bottoms of the feet shouldn't so flat unless they are bending. They should come to more of a sharp point that matches the angle of the top of the feet.

But really, I might be wrong here and it's an incredibly small nitpick. Should you even be going here for feedback on your sprites? You're in a completely different league that most of us! XD

EDIT:

If I were you, I'd head over to the PixelJoint or WayOfThePixel forums to get some feedback on your work. The artists over there are much closer to your skill level, and some like Atooi have actually worked on commercial Nintendo games. You'll get more feedback and less childish bickering if you start up a thread over there.

[Image: Ii0kjz1.png]

I agree with you, I might prefer a more steep angle like on the right, but it's hard to see the shape. Visually I sort of prefer the original on the left, so I'm not sure what to do...
You did mean just the one frame, right? I figure they're pretty pointy in the animation.

About feedback... I wouldn't have posted here if I didn't think there was valuable advice and pixel artists. And to be honest, I feel PJ and similar are a bit above my head. I will of course head there when I have a more varied portfolio to show, but to finish these sheets I'm working with M&L specifically.
You're right that I certainly know the rules and limitations of M&L styles, but I am by no means a perfect artist. I will always appreciate feedback from anyone.

(03-28-2015, 02:31 PM)Omega Wrote: I guess the only thing I can say is maybe it so in the Popple Sheet, you can visually see him put his left hand into the bag and grab things to throw.

Don't worry, that's definitely the plan. Literally just pasted the bag in there to position it so I can start editing.


(03-28-2015, 04:43 PM)recme Wrote: i tried speeding the motion blurs up in previous's gif maker, but they were already at maximum speed. the least i did was to remove the middle blur frame.

[Image: gzDfa7s.gif]

sorry about the transparency, but i think you get the general idea. the only thing that should be tweaked is the blur itself, since its sorta in a weird shape at the moment.

Yes, it does look better sped up a bit, you were right. Removing the middle blur creates some issues though - it's not as smooth and the darker parts overlap making it look sort of broken. I may tweak it and see if I can't consolidate it into two but for now at least the three frame looks good sped up some.
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#9
(03-28-2015, 05:08 PM)Ridge Troopa Wrote: I agree with you, I might prefer a more steep angle like on the right, but it's hard to see the shape. Visually I sort of prefer the original on the left, so I'm not sure what to do...
You did mean just the one frame, right? I figure they're pretty pointy in the animation.

Hmm...I was referring to the animation, but after making some edits in ASEprite it seems what I had in mind didn't look very good. Just never mind. :U
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#10
So here's an actual first update - [Image: L0pby2I.gif]
And a question, because this has stumped me for a while. Any ideas how I should animate this guy's tail here? [Image: T8EEwIf.gif]

(03-28-2015, 07:02 PM)DragonDePlatino Wrote: Hmm...I was referring to the animation, but after making some edits in ASEprite it seems what I had in mind didn't look very good. Just never mind. :U

I'm definitely up to tackling it if it looks off - maybe just reword what you were trying to say? If it's too minor to bother with that's fine too, but if you see something then I'm happy to try an edit.
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#11
in this animation: [Image: 5Hf767n.gif] the one spike in the back magically appears. i guess you can either remove it or just make it flow correctly. probably the latter.
[Image: XeE6VeC.gif]
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#12
The missing back spike on the standing pose has to stay... missing. Gotta blame official sprites for that one. It should technically be there but it's removed to minimize clutter.

[Image: 8ENRjd8.png]

Good catch though, so I tried lowering the spike on the spinning. It's still a tiny bit jarring but unfortunately I think this is the best it can get. [Image: jfcWQFP.gif]
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#13
just because the official sprites made that mistake doesnt mean you have to as well. i get that youre trying to be faithful to the style, but making the best out of your sprites should also be a given.

nice edit on the animation. its not that noticeable anymore, which looks great. im looking forward to popple whenever you get to him.
[Image: XeE6VeC.gif]
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#14
(03-29-2015, 04:20 PM)Ridge Troopa Wrote: And a question, because this has stumped me for a while. Any ideas how I should animate this guy's tail here? [Image: T8EEwIf.gif]

how about a it starts as a normal S curved tail and when it's opening the mouth the S turns into a backwards Z?

edit: actually looking at the tail again, I think it would be better if it falls to the ground with every mouth opening, and comes back up in between.
[Image: JSW7XoM.png][Image: M9AUckK.png]
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#15
Man alive, do I love your stuff, Ridge! I also gotta thank you for helping me break out of the whole "DA Spriter" mindset way back when with your criticism of my old work.

Looking at the way you've set up Garo's tail in your other animations, what if you have it curl slightly while he's charging, then stiffen up when he shoots to show effort? Sort of like a "taking a hit" pose, but more focused.
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