03-14-2015, 05:08 PM
Sub-Boss Door from X3 in Xtreme style.
For comparison (the bottom row):
For comparison (the bottom row):
Deathbringer's Depths of Unfathomable Sadness
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03-14-2015, 05:08 PM
Sub-Boss Door from X3 in Xtreme style.
For comparison (the bottom row):
03-22-2015, 02:00 PM
(This post was last modified: 03-23-2015, 02:20 PM by Deathbringer.)
Another attempt at the inner mechanism. I fixed parts of the door and did a version of the boss door too. Animations:
08-01-2015, 10:50 AM
Just some random stuff:
Returning Screw Driver (based on enemy from original Megaman): Returning Blaster (Same as above): Thanked by: Garamonde
03-26-2016, 01:30 PM
(This post was last modified: 03-26-2016, 10:08 PM by Deathbringer.)
Supposed to be a demake of Waddle Dee from KSSU:
Ignore the palette, I always start with a dummy one to get details done first. --- Some updates... Waddle Dee Bandanna Waddle Dee Spear Waddle Dee Thanked by: Ton
03-27-2016, 09:08 PM
Aww, they're so cute! Really remind me of the early dreamland style. However the parasol's handle bothers me a little bit - it looked like a popsicle for a second to me. Maybe if it was a bit thinner or curved up it would read more immediately as a parasol? It's up to you though.
03-28-2016, 08:11 AM
Update: Fix some of the outlining and changed the parasol handle a bit. Given how the spear handle looks, the parasol handle fits better.
Thanked by: Ton
07-22-2016, 07:00 AM
(This post was last modified: 07-22-2016, 07:05 AM by Deathbringer.)
Doing a Gameboy version of Kholdstare. The relevant stuff is in the red lines, outside is the process of figuring out stuff.
You might be seeing the start of Vitreous as the big circle doesn't really have a place anymore. Thanked by: TomGuycott, Ton, DragonDePlatino
07-22-2016, 07:43 AM
i dont know but i think games wouldn't literally crop a hole inthe body for the eye, but simply overlap the eye to the body and call it a day - this way they wouldn't have to deal with perfect eye placement and could even make it rotate fully instead of just 8dir
Thanked by: Garamonde
07-22-2016, 10:44 AM
I know it's not exactly system accurate, I mostly do the cut out for when I do pupil placement like with the Arrghus'.
http://www.spriters-resource.com/custom_...eet/52679/ http://www.spriters-resource.com/custom_...eet/52324/ But this is mostly for when I do a full assembly of it. Also some ideas I have are better done as tiles as opposed to an overlay like the eye opening animation.
07-23-2016, 04:35 PM
(This post was last modified: 07-23-2016, 06:16 PM by Deathbringer.)
For the record, the room backgrounds was to help me determine the logistics of ice barrier and I'm just gonna scrap that idea as either too unfeasible (Link's Awakening) or just awkward (Oracles). The idea evolved to a snow bank which was just stupid. So basically the fight starts with the body is frozen (the white sprite), you then attack with a heat source (the GB games have a form of it, so no problem), which causes it to unfreeze and expose the eye. Then that is where the real battle starts.
--- Current Breakdown:
07-29-2016, 10:24 AM
Right now, this works for a regular Gameboy style.
07-30-2016, 11:00 AM
I just need a second opinion on something. Which looks better? The red set is the original layout, the blue set is where the eye and cloud are aligned through the tiles.
07-31-2016, 06:20 PM
I think I like red, but only cause it looks poofier.
08-01-2016, 09:56 AM
(This post was last modified: 08-01-2016, 10:00 AM by Deathbringer.)
Current Version so far:
This is probably the best I'm gonna get with spriting an ice block. Also to note, the 4 tiles by the door is where the ice block would be as that is made of background tiles as opposed to actual sprites. To give a rough idea of how annoying making an ice block is: http://i.imgur.com/SuDpbWs.png You can see how many times I gave up and restarted...
08-01-2016, 01:42 PM
i cant read the tiles well, where are the ice tiles?
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