AuthorTopic: Feedback for MegaMan Legends NES Sprite  (Read 1664 times)

Offline thesydneylad

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Feedback for MegaMan Legends NES Sprite

on: August 09, 2018, 11:58:31 am
I think I got this correct, but I'd really like critiques and feedback on whether I did a good job or not. The sprite was made using GraphicsGale on a 25x25 sheet. I never played NES games, but doing some level of research with run and gun NES sprites, I felt 25x25 was a fair pallet for a sprite.

I wanted to create a few top down shooter sprites, like the game Commando, or like the Contra Force sprite sheet of a character in the URL that I've provided.

The sprite I've created is meant to have MegaMan Volnutt aiming at the far right and ready to shoot and taking one step backwards to ready himself, but still using a 2D perspective. See, I wanted to make this sprite as a test first before I try and make more sprites.


Contra Force character:
https://www.spriters-resource.com/nes/contraforce/sheet/83566/

Image of MegaMan Volnutt:
https://i.pinimg.com/originals/2d/2a/cc/2d2accd94a569cd5499a4843a7fa24e7.jpg
« Last Edit: August 09, 2018, 12:01:27 pm by thesydneylad »

Offline Indigo

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Re: Feedback for MegaMan Legends NES Sprite

Reply #1 on: August 13, 2018, 10:02:03 pm
Hey thesydneylad!  Lookin pretty good!  Definitely has that NES feel to it!  I think this piece can stand to gain a lot if you step away from the pixels for a bit to consider the pose.  I recommend sketching him out on paper first where you don't have to worry about things like resolution, color, etc.  That way you can quickly try out different ideas without spending too much time or getting too attached to it.  Then once you work that out, you can go ahead with pixels and start to make design compromises in favor of the color count and resolution.

The pose you're going for can be tricky!  Here's my take on it:


Since the character design is mostly built of cylinders, you can break it down into easy-to-reason parts. You can see I tried a couple different poses with his back arm.  Try a whole bunch of stuff until you find the look you're going for. I'd recommend you keep both his feet on the same plane so it feels more like a sprite that would belong in a platformer like megaman.  Also keep in mind your action lines (marked in red here) while designing your pose to keep things feeling more powerful and dynamic.  You can see that the whole pose has a sort of flow to it when you approach it this way.