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Old 06-08-2010, 05:25 PM   #1
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DarkZero's Sprites III

Here's some sprites:


A small update on my tileset.


NES-style Quint.

Questions?
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Old 06-08-2010, 06:14 PM   #2
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Quote:
Originally Posted by DarkZéro View Post
I think this has been mentioned before, but your pipes look flat.
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Old 06-08-2010, 06:35 PM   #3
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Everything looks flat. That's the point.
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Old 06-08-2010, 07:31 PM   #4
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Is it a problem that I initially read "flat" as "fat"?

Anyway, I gues the pipes could use a little more shading, but other than that it looks good to me.

Also, NES-Quint is solid.
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Old 06-08-2010, 08:11 PM   #5
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Quote:
Originally Posted by DarkZéro View Post
Everything looks flat. That's the point.
First off, .

Second, you mean everything has been squished into nearly paper? That's about what it looks like, except around the edges. (If so... you're doing great.)
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Old 06-09-2010, 09:53 AM   #6
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They always say the sequels are worse than the original...not to insinuate that either of those sheets are bad, just wanted to say that joke.

Last edited by Gabriel; 06-09-2010 at 10:03 AM. Reason: Don't want to sound like a jerk, stupid!
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Old 06-11-2010, 09:23 PM   #7
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Does anyone have a suggestion as to how I can make my pipes not look as flat?

Also, I used "flat" and "point" in the same post. :D
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Old 06-12-2010, 05:47 PM   #8
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did you notice that you only put shading around the edges of the pipe? bring the layers of shading further in.
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Old 06-15-2010, 08:52 AM   #9
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^Did you notice that that's how all the sprites are made?


I made the shading equal on both sides. Does it look any better?
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Old 06-15-2010, 12:43 PM   #10
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Yeah, I think the pipe looks better with equal shading.
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Old 06-15-2010, 12:54 PM   #11
 
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Hey, pretty nice tiles. Just one criticism I need to make: The corner shading on the pipe is a bad move. Cylinders just don't shade that way, I'm afraid. What you need to do is extend your shadows from top to bottom, and blend the right shadow further into the middle, otherwise it looks a bit flat and kind of funny shaped.

I would also suggest putting a highlight stripe just to the left of the center, going from top to bottom. You can skew the highlight one or two pixels further to the left, up on the lift. This will help simulate depth, and give it a nice shiny look that people expect from plastic or metal.

At the bottom of the lip, you're also going to want to move the shadow effect to the bottom of the black line, because you want the shadow to cast onto the narrower portion of the pipe. The way you've got it, it looks a bit like it's gradually rounded off at the bottom of the lip, and I don't think that's what you were going for.

If that all sounds too complex, I'll touch it up to show you what I mean.


Ah, and I just noticed you said that Quint was NES-style. Unfortunately, it looks like you've done the sprite in an impossible palette. The NES actually only can depict 2 bits per pixel, or 3 colors with one transparent for edging. Any additional colors were always achieved by breaking the sprites into more than one piece, and assigning each piece a separate palette. The colors that were chosen were only available from a selection of what I believe was an overall palette of 32 colors, and palettes had to be re-used. So that looks more like Master System or Game Genie sprite-work.

Last edited by the Octopus; 06-15-2010 at 01:05 PM.
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Old 06-15-2010, 01:26 PM   #12
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With the pipes, I'm trying not to make it look like a rehash of the SMB pipes, as were many other custom pipes I've seen. The SMB pipes look like they have a kind of sheen, which doesn't quite fit with the other tiles, which have minimal shine.
Nonetheless, I tried to shade it using a somewhat similar style to SMB:


As for Quint, maybe MM9/10-styled. That's what people say when their MM sprites break the "3-color rule". :D
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Old 06-18-2010, 11:27 AM   #13
 
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Well, just remember that you could always be a huge douche and tell the NES to assemble sprites from 4 pixel units, and that can qualify as an acceptable workaround. You'll just be using a lot of green, black, and skintone the rest of the game. >_>

That pipe's a big improvement. If you tried your hand at some dithering, you could always go back to that matte look you had. My beef with it was simply that the shadows were awkward, and made it look flat. BTW, I'd recommend dropping the black border at the bottom of the pipe, as well. Since you'd be tiling up from the ground which already has a black border, it'll double the border and make it look off, when you want it flush.

EDIT: nvm the border, just saw you dropped it in your last pic, good job
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Old 06-18-2010, 11:31 PM   #14
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One Trip to Wiktionary Later...

1. To be uncertain or unable to make a decision about doing something.

Hmm, that doesn't sound right.

2. To do something nervously.

No, not that...

3. To render an approximation of (an image, etc.) by using dot patterns in similar colours to those that are unavailable on the system.

Uh, I guess it's close?


Sorry, Mr. PAUNCH, but I don't know what you're talking about.
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Old 06-21-2010, 03:21 AM   #15
 
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^ Kind of hard to see how this is that difficult to get, since that last definition is spot on, but here's some visual examples:





You can actually set pre-Windows 7 versions of MS PAINT to draw in two-tone dither like the second image, if you need some examples of patterns.
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Old 06-23-2010, 02:37 PM   #16
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Oh, okay then.
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Old 07-02-2010, 07:31 AM   #17
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Small differences, most notably that everyone is now in order of their serial number.


This is the stage select placement. Blue is the first wave, green is the second, and red is the third.

Questions?
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Old 07-02-2010, 10:06 AM   #18
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So, Disco Man is the transition boss?

It seems good so far, good work.
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Old 07-02-2010, 10:48 AM   #19
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Does anyone else think the guy in the lower leftright box looks like Krillin?

Last edited by Gabriel; 07-03-2010 at 12:01 PM. Reason: Apparently I need to go back and re-learn my lefts and my rights...
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Old 07-02-2010, 10:58 AM   #20
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Ghost Man looks nothing like Krillin.

Assuming you meant Snow Man, maybe if you stand 10 feet away and squint...
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