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Messages - RushJet1
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General Discussion / Mega Man V Colorization
« on: November 17, 2017, 04:29:48 am »
I've found en emulator that lets you colorize old GB games and have started on colorizing Mega Man V. For starters, I colored in Mega Man with his NES colors (and made it work on the GB, the sprites are slightly different), as well as a few enemies in Mercury's stage and Mercury himself.

I posted this topic on sprites, inc too, you can find that thread here.  Someone has already colored the Stardroids themselves, which is located here.

I was messing around with the idea of colorizing this game for awhile- an example of this would be a mockup I did several months ago:

Some sprites I've colorized since then:

The idea is to stay in the NES palette. The specific one I'm using is below:

It was stated that a lot of the ones I did looked bad because they used too many colors. I wasn't sure whether I wanted to break the NES limitations with that because all of the sprites are "shaded" in grayscale and look different from normal NES sprites because of that.

What I'm asking for here is if anyone wants to help out with this or just critique stuff I've already done / will do in the future.  Pixel work / art in general is not my forte so I am not sure how to color things from scratch.  Capcom has colors for a lot of these enemies and they are very strange, many are garish-looking or odd color combos.  Capcom's official screenshots from MMV when they were going to colorize it in Mega Man Mania also have a slapdash garish look to them so I want to avoid that. 

You can find the sprites here.  I will have to rip the backgrounds manually because I can't seem to find any background tiles ripped on any sites.

Pixel Art / Re: [Wip] Art Style Test Platformer Game
« on: August 19, 2010, 06:18:20 pm »
When they were talking about antialising, they were talking about this:

notice how the edited one on the left has a much smoother stem / leaf.  I don't really know the best way to antialias the flower itself, as the colors don't really lend themselves to blending with the background too well.

Commercial Critique / Re: Commercial Critique - Shatterhand
« on: August 17, 2010, 06:34:48 pm »
more games that did parallax that appears to go behind objects (not just the scan line stuff that quite a few games did):

Mega Man 5

probably the most impressive, Mitsume ga Tooru

Commercial Critique / Re: Commercial Critique - Shatterhand
« on: August 03, 2010, 01:41:44 pm »
The best "parallax scrolling" I've seen is in Battletoads. (Note: Battletoads is NOT MMC3 but...) One of the features MMC3 adds is a scanline counter. This allows different vertical portions of the screen to have different horizontal scroll values. (Split screen scrolling as described in Megaman 3 above) On the title screen of Shatterhand don't press start. Eventually you'll see an enemy shooting, and a guy will pan in from the right blocking the bullets with his arm. That's an example of this. It's not exactly as wonderful as parallax scrolling with different background layers though.

You might want to see Metal Storm then.  It has actual parallax, and sometimes even double parallax (level 3-2--go play the game if you want; it's a lot of fun).

Pixel Art / Re: Mega Man TT Pixel Work and a MEGA Request to Spriters
« on: August 03, 2010, 01:37:18 pm »
I am also working on this project (music) and want to let you know that the Wily Castle image is old--he realized it wasn't too great, so he is working on a new one.

That said, you're right about the jagged lines, in Capcom games they did some slight anti aliasing on most lines.

As for the city, the colors & basic design ideas were taken from Mega Man 9, but it's totally new art.

edit: tried my hand at the anti aliasing idea (keep in mind that I am not a pixel artist or very good at art in general, but critique it anyway):

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