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Midi's Sprites
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Okies, first things first, I made Chell a couple pixels shorter, and lowered the gun so it's more at her center, like in Portal, so that the portals will be at ground level when she fires them. Midi is there for size comparison.

Next you will see weighted and companion cubes, complete with lit versions. Thinking of doing versions where the shading is at different angles so when they rotate, the lighting stays on top.

To the right, is good ol' Wheatley... the only character in Portal 2 who's stupidity made sense. Whatever.

Far right, I just kept the portals and gravity beam from the old sheet. They seem to work just fine with this style.

Lastly, the portal gun itself, which I took a little artistic freedom with. Figured if it's my own style, might as well make my own portal gun.

The other chick in the mockup pic is Mel. In case anyone is wondering, Mel is a deleted character who was going to join Chell in the co-op campaign, but was replaced with robots so the tests wouldn't have to restart every time a player died.
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So, first I have Peach's sprite with three different heights. I'm kinda leaning towards the middle one, but I also made a taller version so she could have the relative height of an average human (compared to other sprites I've made).

Below her is my Aperture sentry turret with a palette edit for contrast and fewer colors. I also added angled plates, which I'll add gunfire to as well.

To the right is the weighted cubes. The reason why I reshaded them instead of making different angles is because limited angle frames wouldn't look right in a game that relies on advanced physics. Shading them is easier to do, and requires less frames since the pixel rotation eliminates the possibility of full detail anyway.

Below those iss a very rough version of GLaDOS; just working out the shapes before I do the inner details. Then, Twilight with adjusted palette and shading. I think I finally got something that looks right with her. The goomba's palette has also been trimmed.

Lastly, Rift is taller and I tried something else with Silver's wing shading.
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The tallest version of Peach looks freakishly tall to me, so I'd say go with the middle.

By the way, what's going on with the shading of GLaDOS' body? It almost looks like it is banding, so maybe you could do something about that to sort it out?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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How's this?
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Getting better, Midi. Try experimenting with it more.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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She's not exactly like in the game, but, eh, artistic license.
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(06-11-2014, 10:21 AM)E-Man Wrote: The tallest version of Peach looks freakishly tall to me, so I'd say go with the middle.

That's because he's still using the same compact chest and head. If you want to make her taller you're going to have to change her head and chest. Maybe give her a neck.

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(06-16-2014, 01:42 AM)Koopaul Wrote: That's because he's still using the same compact chest and head. If you want to make her taller you're going to have to change her head and chest. Maybe give her a neck.
I see what you mean. Though, Peach isn't much taller than Mario, anyway, so maybe I'll turn the tallest sprite into Zelda. Just cuz.

Also, I was kind of having another of my bouts of self doubt, and came close to restarting my game's sprites AGAIN. The thing is, I figured since I gotta program my SDK first, I wouldn't really lose any time if I redid the sprites. My idea was that I would either use my TFR sprites with my own palette, or possibly incorporate my shading style to them.

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That's what they would look like. Though, I still don't wanna just throw away all the sprites I made, so I'm wondering if I might do an HD version of the game. Can't say I'm all that great at sprites, though, so I'm not sure how it would turn out.
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Well, I found an ooooold flash drive, and some of my most ancient sprites were on it. This one was made waaaay back in the year 2003! Amazing how it's still intact!

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Old Megaman edit of Bass. I had one for Protoman, too, but I can't find it.

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A copy ability for Kirby with Zero's powers. Never finished it.

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The old Kyrodian Legends sprites. These things actually got worse as I worked on them. Bask in their pillow-shaded glory! Look at Justin's hair! SEVEN SHADES OF RED! *eyes burst*

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And last, but certainly not least, 2-shaded banding at its finest! My very first sprites, along with a bunch of junk and some crappy edits, are on this sheet. Ah, the good old days, when I knew absolutely nothing about making sprites. If you thought I was bad nowadays, you may not want to view the full version of this sheet.

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Found my very firstsecond Midi sprite. The first one, sadly, no longer exists, but it sucked anyway. Also, crappy edit of a ship is crappy.
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Isn't it great when you find your old stuff? But at the same time, it makes you cringe when you compare it to your newer work, ha ha.
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Yeah. Oh well, back to the new.

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While making Gilda, I realized I hadn't made the legs the same way I'd done my other quads, same with Silver, so those have been fixed. Also, initial sprites of Wario and Waluigi, and a jumping sprite for Mario.

I fixed the shading on Midi's pants for KL, since I hadn't finished those after the update from the old shading style, but it's a pretty minor edit, so I'm not gonna post that until I have the rest of the sheet finished.
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Something about your choice of colours seems a bit... odd to me. I'm not quite sure why, but what I'm talking about is particularly noticeable on Wario and Mario. Maybe try... hmm... desaturating them a bit? Sorry, I'm not very good at pinpointing things like this... and I'm probably alone in my critique of the colours XD
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(06-25-2014, 03:50 PM)Rystar Wrote: Something about your choice of colours seems a bit... odd to me. I'm not quite sure why, but what I'm talking about is particularly noticeable on Wario and Mario. Maybe try... hmm... desaturating them a bit? Sorry, I'm not very good at pinpointing things like this... and I'm probably alone in my critique of the colours XD

Really? Cuz Mario sprites are usually very highly saturated.
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Here's those fixes I mentioned earlier, only now applied to all frames. Notice a couple empty frames before the cheer anim? I was thinking of making it longer, but I'm not sure if it's necessary or not. It was basically him pulling back his arm before pumping it in the air.

Now, the teleporting effect for warp pads.
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I didn't go with a fiery animation just cuz it looks cool, but for functional reasons as well. The sweeping effect lets a sprite be inserted behind it without needing to create custom animations for each character to warp in. It's just a rough draft; I'm not that great with fire-like motion. Any advice would be great on this.
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If anyone is wondering why I flip-flop on sprites and constantly start new ones, it's cuz I wait until I get critique on most of them before continuing, Case in point, waiting for an opinion on the above teleport animutation has resulted in this Yoshi.
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Hey, I'm a squirrel; can you blame me for having a short attention span?
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