AuthorTopic: Sprite interpretations  (Read 72656 times)

Offline Arne

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Re: Sprite interpretations

Reply #10 on: January 12, 2010, 08:27:46 am
Thanks. The enemies in the game feels too simple, lacking 'range'. Most of them are just a lump body with eyes and some kind of appendage. I tried to nudge the enemy designs a bit to make them more interesting, but there's not much I can do. They might be cybernetic, so there's an idea to play with. I'm thinking of using the existing enemies as a base and extrapolate new heavier designs from them. Right now I'm pretty much just drawing the stuff from the game to gain a feel for things. A first iteration.

You defeat the enemies by: Punching them. Gradually stomping them into the ground. Throwing the fuzzy bird at them. Using the voodoo doll. Using the super potion (invulnerable).

Yeah, I forgot to mention the guns. I'm not really into the Shinto thing, so I played with the idea of a 'darker' (but happy-looking) sci-fi setting, because it feels so disjointed from the original concept. Fantasy Zone is pretty dark, a tragedy even, if you look at the story line. It's also one of the cutest games around, and I like that contrast. Dai Mahou Touge is another example.

Also, the cybernetic/robotic enemies would belong to a sci-fi setting. I'm a big Megaman fan, and I liked what Sonic did too. It was fun to watch the cute animals appear from the destroyed enemies. Maybe in this game, cute small animals are piloting the robotic enemies. I like games with small figures piloting stuff. In Megaman Legends the Servebots would emerge from the wreckage of destroyed vehicles. Such things add life and dimension to the enemies.

I think the characters become more interesting if they can carry stuff. Otherwise they're limited to standing there with their arms at their sides.
« Last Edit: January 12, 2010, 08:44:02 am by Arne »

Offline 32

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Re: Sprite interpretations

Reply #11 on: January 12, 2010, 11:01:51 am
I still remember the ridiculously bad punching animation from this game :lol:

I like the idea of cyborg type animals, if you do that I hope you maintain the cuteness you've kept in the main character (the monkey is perfect).

Wonderboy 3 (and maybe the first 2, but I can hardly remember) has some pretty nice graphics.

Offline happymonster

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Re: Sprite interpretations

Reply #12 on: January 20, 2010, 07:51:15 pm
Chaos Engine characters might be nice as the victorian setting is a little unusual in games. :)

Offline Gil

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Re: Sprite interpretations

Reply #13 on: January 20, 2010, 07:58:02 pm
I just bought myself a Bamboo and I'm in need of some sort of practice before I do real work. This seems like a fun exercise. I'll try to join in soon :)

Something like Castle of the Winds seems up my alley.

Offline sakket

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Re: Sprite interpretations

Reply #14 on: February 27, 2010, 06:20:00 pm
do these count or did i totally fubb up my first post here?







also this one is an extreme deviation from the original material but i still like it..

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Offline Helm

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Re: Sprite interpretations

Reply #15 on: March 12, 2010, 05:00:34 am
Lord of the Sword is pretty awesome. I will participate in this soon enough.

Offline sakket

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Re: Sprite interpretations

Reply #16 on: March 12, 2010, 07:20:40 am
thanks! Song of the Boy did some pretty similar works once upon a time. http://www5c.biglobe.ne.jp/~kurekure/
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Offline Chris2balls

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Re: Sprite interpretations

Reply #17 on: March 14, 2010, 03:57:20 pm

Interpretation of Metroid's Samus. I guess I cheated if I looked at some artwork too :p
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Offline Arne

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Re: Sprite interpretations

Reply #18 on: May 04, 2010, 09:14:55 pm
I've been doing redesigns of the nearly incomprehensible Action 52 characters, and here are a few of the sprites for reference. Might be doing some of the spaceships soon.

Offline Lizzrd

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Re: Sprite interpretations

Reply #19 on: May 05, 2010, 12:47:47 pm
Those are sex for my eyes.
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