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Messages - StevenM
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StevenM, I see... I hadn't noticed they were recycled. D:

Alternatively of course one could take care to render the pokemon sprites themselves so that they never touch the borders. I think the tangents really hurt the last image, at least more than what the extra two lines of pixels help.

Yeah, that would be the better alternative since the sprites don't need extra tiles to be edited.

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I am super loving these pictures! I only have one little issue with Ymedron's edit - widening the spotlights means the 8*8 tiles on either side of the spotlights will now have a vertical line of white, but those tiles were also recycled throughout the background. So there's essentially two copies of the background tiles, with and without the white line.


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The first four screens with intro, menu, attack menu and narration; a larger opponent Pokemon to demonstrate the necessity of the 56*56 blank space; the intro of a Giovanni battle demonstrating a different background entirely; the original background and battle menu style that had to be removed; a dark cave background. I changed all the sprites from the original games as well as the menu style, and I'm liking most of the changes, it gives me a strong Shining Force vibe.

EDIT: The two FOCUS ENERGY screenshots have different looks for Pokemon Trainer Red, I don't have a real preference between the two.

DOUBLE EDIT: I changed the Mewtwo sprite. I initially liked the idea of the semi-shadowy figure with his face obscured, but the weird contrast in lighting and dithering didn't save the picture. If you want to see the initial picture, it's here.

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Those screens are beautiful, but unfortunately they probably wouldn't have worked. Both the character and pokemon sprites are utilizing their transparency for a 4th color ( the white background). With your set up, Sprites would have to be added on top to make the white opaque and THAT would probably take up too much memory, be too cumbersome with all the characters and pokemon.

What you could do, is make a bigger white tree that is behind the sprites at all times.



It doesn't look nearly as good, but those are the restrictions. Also, the way sprites scroll into battle, any part of them that is white would show the background through on their way to these white backdrops. there could be a way to design more detailed backgrounds like this while not getting in the way of the sprite's transparency though.

I should have known about the transparency trick! Thank you for telling me about that. On top of which the background would ultimately have to accommodate all 151 Pokemon, so there needs to be two 56*56 blank spaces on the screen - even those giant trees wouldn't be enough, width-wise. Which in theory would mean it would be extremely difficult to create good backgrounds (forest, building, gym, etc) that incorporate those blank spaces. Which in practice just makes me want to try and do just that.

Edit: some hashed-out examples! Tried using the white tiles as light reflection on the floor coming from the windows, so there's two three copies of the third image with and without that attempt.


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It's not graphically intensive, but I think this is an interesting variation on the battle menu. It keeps the back view/front-view perspective but gives a little more personality with the trainer/'mon icons. It reminds me somewhat of the Shining Force series. In retrospect I should have removed the border for Charmander's icon, since the game is simply reusing the front-view graphics rather than excessively storing near-identical tiles.

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Pixel Art / Re: Fighting/Puzzle Game Sprites
« on: April 19, 2013, 01:29:06 pm »
in the same 2e line of characters, i'm thinking you put too many light on the boobs (4th characters), because it's not plastic  (same for the 5th with the white point)

I see what you're saying, it gives the wrong impression of the texture.

Ether i don't really like the 1st  :( : too much "square" effect: if you want to make a robot style, you should maybe add rivet or other (or make the head like a doll)

I'm not sure what you're referring to here, sorry. "Square" effect?

The character with wooden katana has his left eye very bright, is it normal ?

I tried to draw him so he was blind in on eye. If it's coming off as poorly-conveyed or drawn, I'd like to know a better way to get it across (short of using an eyepatch).

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Pixel Art / Fighting/Puzzle Game Sprites
« on: April 18, 2013, 07:07:44 pm »
I started developing a videogame that's similar in concept to Super Puzzle Fighter 2 Turbo, where two players manipulate grids of gems to deplete health from their opponent. My concept is a fair amount different from the inspiration, but that's not the focus of the thread. I started creating avatars for the players to choose from, and the artstyle for the game has been fluctuating between games like Pocket Fighter (the pseudo-successor to SPF2T) with its super-deformed proportions and minimal shading, and games like King of Fighters XIII with their relatively realistic proportions and lighting. Well, the anatomy of that game never really entered into play on this project but the lighting did.





Above are my attempts at character designs (those marked with a square are even more WIP than the others), and although they mostly subscribe to super-deformed proportions you can tell where some sprites keep most of their outlines and where some sprites have different lighting cues. I'm beginning to think I'm going off-track with the advancing artstyle and the clash between shading and proportions may be to the detriment of the designs overall. Some advice and criticism would be appreciated in this factor, because I want a solid grasp on where the art direction for these sprites is going before I get to grips with the animation.

EDIT: Gem replacement


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General Discussion / Re: Official Off-Topic Thread
« on: March 01, 2012, 11:14:38 pm »
How do you enable the 'click image to zoom in' feature on this website? I'd like to know if I could do the same thing on a Wordpress-enabled website, since I'm planning on uploading mainly pixel art there.

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Pixel Art / Re: [C&C] 8-Bit Mockups
« on: February 23, 2012, 05:46:35 am »
More sprites. I'm concentrating on the first level of the demo and getting down to brass tacks with animation. This is generally my least favourite part of the process because it's time-consuming to create additional frames and to make sure they 'flow' well (smooth transition). I can usually motivate myself to achieve Hanna-Barbera levels of economical animation, though.

Your first playable character, whose head is not completely screwed on:




And a WIP spritesheet of one of the enemies, whose head isn't screwed on at all:


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Pixel Art / Re: [C&C] 8-Bit Mockups
« on: February 12, 2012, 01:30:39 am »
:y:
The car is to small for any of the characters. Also: aren't De Loreans longer that that?

Yes and yes, but I think if I resized the car in proportion to the characters, then it would make the player's range of maneuverability smaller and the level that much harder to navigate. It may be more practical in the long run to keep the sprite smaller.

I didn't think this thread was still alive, but I've been humming away on the engine demos and the graphics - mostly I was motivated by the recent Arkh Project, IMO a sort of How Not To guide in terms of marketing a game online. Screenshots!



A graphical improvement on the ghost ship level, a junkheap serving as a training session, and a bluefish robot with a disappearing-reappearing green block shield respectively. It's interesting - I used the GBC specs sheet as reference for the graphics, so I generally try to stick to the '3 colours + transparency' rule on sprite palettes, along with the 'correct' color choices, but almost everything else (sprite limit, resolution) seems to have gone out of the window.  :-[

Full layout of the aforementioned ghost ship level without the in-game layer effects, if you're interested

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