The VG Resource
He's dead, Jim... - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: Archive (https://www.vg-resource.com/forum-65.html)
+--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html)
+---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html)
+----- Forum: Spriting and Pixel Art (https://www.vg-resource.com/forum-14.html)
+----- Thread: He's dead, Jim... (/thread-22487.html)



He's dead, Jim... - Sengir - 02-06-2013

[Image: Star-Trek---Indie-Edition.png]

"indie as h*ck"



[Image: Evolution.png]

New Stuff


RE: To boldly sprite where every indie has gone before - Bombshell93 - 02-06-2013

this is so independent I can barely handle it!
anyway I think the human sprites would look better with shoulders,
also do you have any artificial limitations in place? if not I think you could do with some shading to give a hint of some form.


RE: To boldly sprite where every indie has gone before - Gors - 02-06-2013

I don't know why you're doing this. This looks really subpar than the stuff you're used to do. I see like, no difference between the races at all; they just look like random humans with different body builds (idk a thing about Star Trek though so I might be wrong).

I have no criticism other than avoiding this and using any other style where the difference and details are more perceptible.

tl;dr it looks indie enough



which means it's terrible


RE: To boldly sprite where every indie has gone before - Phaze - 02-06-2013

(02-06-2013, 04:48 AM)Gorsalad Wrote: I see like, no difference between the races at all; they just look like random humans with different body builds

Welcome to Star Trek; Rubber Foreheads and Ears; maybe Neck Ridges if you're lucky ¦D


RE: To boldly sprite where every indie has gone before - Novally - 02-06-2013

What's the point of making the upper body portions have a brown outline? It could just be black like the rest of the outline.


RE: To boldly sprite where every indie has gone before - Sengir - 02-06-2013

[Image: Super-Star-Trek.png]

so some people complained on Skype that i didnt have "real restrictions"


RE: To boldly sprite where every indie has gone before - Novally - 02-06-2013

Real restrictions like what? Color limitations?


RE: To boldly sprite where every indie has gone before - Bombshell93 - 02-06-2013

(02-06-2013, 07:10 PM)Novally Wrote: Real restrictions like what? Color limitations?

Artificial limitations are for example, you want to make a sprite for PC which can use any combination of pallets and pretty much any size range, but you choose to make your sprites in only 16x16 with 4 colours per pallet,
Its a limitation thats not actually in place, nothing is stopping you from not abiding by these limitations and so it is just an imaginary, artificial limitation.

In this case I'm assuming its size and colour limitations, though I have no issue with artificial limitations, I find them quite a fun challenge to work with.

quick edit:
these sprites look a lot better than the first lot!


RE: To boldly sprite where every indie has gone before - Novally - 02-06-2013

I understand all of that, I was asking him what his limitations for it. I usually give myself a limitation too depending on the sprite.


RE: He's dead, Jim... - Sengir - 02-10-2013

[Image: Evolution.png]

New Stuff


RE: He's dead, Jim... - Novally - 02-10-2013

Looking much better. Flat, but still better.


RE: He's dead, Jim... - Sengir - 02-11-2013

Updated with shaded Vulcan male and female


RE: He's dead, Jim... - Previous - 02-11-2013

I think the legs are somewhat short.


RE: He's dead, Jim... - Virtuaboy123 - 02-11-2013

I like it. Though the legs seem fine to me, when making overworld sprites proportions don't really need to be on par.
If were suppose to be looking from above the legs would look shorter anyways.