AuthorTopic: [WIP] Gameboy-style  (Read 30541 times)

Offline Ryona

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[WIP] Gameboy-style

on: December 14, 2006, 01:08:54 am
Here's something I was just playing with one night out of boredom. Since then, I've made quite a bit out of something minor. Now it looks like I may possibly make a little game out of this...













Feel free to drop in and make a comment.
Ideas would be great.

Offline Akzidenz

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Re: [WIP] Gameboy-style

Reply #1 on: December 14, 2006, 01:13:30 am
The only critiques I can offer up are that your run animation could use another frame (does gameboy support that?) and that the robot looks like he's falling forwards.

Really beautiful work, though.

EDIT - Scratch the comment about the run animation, I'd thought it was two frames. That said, it could benefit from a little more difference between the left-leg-forward and right-leg-forward frames.
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Offline Ryumaru

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Re: [WIP] Gameboy-style

Reply #2 on: December 14, 2006, 01:22:09 am
in some of the sprites, she seems a little more male and not enough female. i love the scene 1 thing. if she is to be fixed on the background, why not aa the lines some and make them even prettier? also, your sprites have a color that is actually pretty useless and just takes away clarity. if you take it away, not only would the sprites be more clear, but would fit actual restrictions as well. im talking about the shade that you use to buffer the lightest entry.

Offline Soup

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Re: [WIP] Gameboy-style

Reply #3 on: December 14, 2006, 01:26:23 am
Ryumaru is right. She needs a more femanine body. Curves.

Offline gliding

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Re: [WIP] Gameboy-style

Reply #4 on: December 14, 2006, 01:31:32 am
i really like this one Ryona!

 i agree with Ryu on the extra shade- and taking it out might make animation and all that simpler.
My only crit is that the hair on the bottom of the first pic seems to be blown in the wind without any idea of where the wind is coming from. also- the anime style is pretty nice ( i love anime) but I think you could've done more with the hair- possibly making it more realistic. right now it looks slightly reminiscent of Akira's Dragon ballz- great but slightly unoriginal in semblance.

Overall me like!

[edit] more curves on such a small sprite might lead to the sprite looking fat or bloated. perhaps her animation could be altered to exude femininity?
« Last Edit: December 14, 2006, 01:33:06 am by gliding »

Offline Ryumaru

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Re: [WIP] Gameboy-style

Reply #5 on: December 14, 2006, 01:36:10 am
you did a good job on making her feminine in the jump anim, but not so much the other ones.

Offline AIGuy

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Re: [WIP] Gameboy-style

Reply #6 on: December 14, 2006, 01:43:04 am
It looks good, but aren't these closer to actual gameboy colors?
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Offline pkmays

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Re: [WIP] Gameboy-style

Reply #7 on: December 14, 2006, 02:17:43 am
On the original cut scene, I liked the lighting on the sword and hilt, but didn't like the dithering on the body. I think overly dramatic lighting works better on a scenes like this.



As for the sword, I think you should try and have her running while holding the sword handle similar to the picture above, ready to slice at a moment's notice. Seems more ninja to me.

I always like the empowered female type characters, and this one's design is nice, simple and pure.

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #8 on: December 14, 2006, 08:27:59 am
Thanks for the comments and critiques everyone!


Akzidenz, I've adjusted the running sprite, and I think it looks better now. Let me know what you think.
As for the robot ninja guy, that was just a quick thing I made just to add an enemy on the screen. When I do get around to making the enemy sprites, I'll put more effort in them.

Ryumaru, I'm not sure what you mean about the color/shade thing. You'll need to clarify.
And I'll try to make the sprite look more "female". It's a little tricky because the sprites are so small.
And about the cut scene, the backround may or may not change. I'm not sure yet.

gliding, I'll see what I can do about the hair.
I'm glad you like the style of the character!

AIGuy, I may decide to use the exact tones of the original Gameboy. Though at the same time, the tones of the Gameboy games that I've played on my computer are closer to what I have.

pkmays, I like what you did with the cut scene, so I incorperated the solid shading style into a new altered cut scene pic.
Oh, and I took your advice and made her holding her sword while running. Very good idea.
'Glad you like my character! I'm always for strong leading female characters as well.


Before

After





More to come later.

Offline .TakaM

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Re: [WIP] Gameboy-style

Reply #9 on: December 14, 2006, 09:20:16 am
nice work ryona, its great how everyone here has their own distinctive style and that theres always room for more :)

the only sprite I have a problem with is the run anim, its only problem is just its hard to understand, I had to stare at it for a while to figure out if it was 2 or 4 frames, I thought you would update it later so I decided to hold off until the update :P
heres a quick edit to help my points:

in this edit, I only modified the back leg and changed her hopping.
it really helps to emphasize the back leg with a darker colour as we all know blah-blah-blahs and since you're limited to four frames, its almost required :P
but really I think the legs need to be re done, while they move nicely, they should move at an even and constant rate  :y:
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Offline Panda

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Re: [WIP] Gameboy-style

Reply #10 on: December 14, 2006, 10:04:16 am
I did a fast edit of what IMO would look better for the running anim (making it look more stealthy, if you can call it like that)

Then again it's not polished, but hope it gives you some ideas.

The rest looks nice considering the limitations, though the animations could be a tad more dynamic (right now they look too blocky).
Also I don't like how the hair looks like made out of tentacles or something.

But good job overall

Offline baccaman21

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Re: [WIP] Gameboy-style

Reply #11 on: December 14, 2006, 10:22:49 am
Thanks for the comments and critiques everyone!


Akzidenz, I've adjusted the running sprite, and I think it looks better now. Let me know what you think.
As for the robot ninja guy, that was just a quick thing I made just to add an enemy on the screen. When I do get around to making the enemy sprites, I'll put more effort in them.

Ryumaru, I'm not sure what you mean about the color/shade thing. You'll need to clarify.
And I'll try to make the sprite look more "female". It's a little tricky because the sprites are so small.
And about the cut scene, the backround may or may not change. I'm not sure yet.

gliding, I'll see what I can do about the hair.
I'm glad you like the style of the character!

AIGuy, I may decide to use the exact tones of the original Gameboy. Though at the same time, the tones of the Gameboy games that I've played on my computer are closer to what I have.

pkmays, I like what you did with the cut scene, so I incorperated the solid shading style into a new altered cut scene pic.
Oh, and I took your advice and made her holding her sword while running. Very good idea.
'Glad you like my character! I'm always for strong leading female characters as well.


Before

After





More to come later.

I like the way you seem to make little versions of you in your work... well that's what they look like to me... :P

How does it feel being one woman amongst many teenage/twenty somethings...

Without dwelling on that idea -  I just wanted to point out the reason why your 4 frame run isn't working/reading in either of your edits is becasue it's 'strobing' - this occurs when there's a couple of animated elements that clash with one another reducing the overall effect... in this case, the legs.

What you've done is have both the leading and trailing leg follow the same path (or maybe even the same graphic, offset by a few frames and then darkened... am I right?) - common mistake... this causes the strobe effect, because the eye cannot pick up the differences between the shades as it reads the silohoettes first... something I often cite to alot of people is to be aware of the silhoettes aswell as the negative space... (neg space - is the gaps or holes in silohettes) - in this case, if you convert the runn sequence to purely silhohette... you'll se the legs appear to only have 2 frames... hence the strobing...

There's a few of solutions to this...

most common is to ..... adapt a 3/4 rotation for your sprite. Rather than having the character in perfect profile, slighlty rotate her towards the veiwer.. this offsets the legs by a few pixels, thus removing the strobe.

or - have a slightly different leg animation loop for the trailing or leading leg, so that they are unique...

or - animate in 3's and offset the rear and front legs extremes slightly... (this is the hardest method and involves upping the frame count)

Having said that I do feel that panda's keyframes has more dynamism... but you needed to know why yours wasn't right...

keep it...up..

_________________________________________
EDIT:

1 other point - clarification of the shade thing... ryumaru mentioned it... regarding color limitations on a gb - with particular reference to sprites - he mentions the hardware restrictions - he's absolutley correct - the gb has 4 colors only as you've illustrated with your work here... but the issue is - you've used all 4 clours within your sprite - this is gb illegal - in that 1 of those shades needs to be used as a mask color - or the transparancy - so you've only actually got 3 colors to play with when creating your sprites on a GB - obviously this is highly pedantic, and it's not going to be on a GB - but it's something that if you're wanting to accuratly represent the GB in a mockup that you should really consider as it does have a significant effect in you choice of pixel placements.

That's all really.

ta
p :)






« Last Edit: December 14, 2006, 01:54:00 pm by baccaman21 »
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Offline Androk

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Re: [WIP] Gameboy-style

Reply #12 on: December 14, 2006, 05:03:29 pm


First off, love your work!

Secondly, I think dithering/solid shading is totally a preference thing. As I personally liked dithering version more.

Thirdly, and I am probably wrong on this, but the change in lighting in solid one (You moved it lower it seems), made her breasts appear LONGER (Not even larger, just longer), but it is physically impossible because her arm is right there! Just bugs the hell out of me x.x

Anyway, regardless this is some good work.
She's not guarding right now, she's just holding a thing to pass along to her husband warrior and then go do the dishes and change the diapers on the snake-babies.

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #13 on: December 15, 2006, 05:43:46 am
I like the way you seem to make little versions of you in your work... well that's what they look like to me... :P

How does it feel being one woman amongst many teenage/twenty somethings...

Agk! You're not the first to point that out. Am I really that bad? >_< *hides in embarassment*

And I've gotten quite used to being the only woman among many teens/adult males from various message boards and communities. It ain't no thang.


Anyway, Thanks for the great advice everyone! I'm so going to get that run animation looking good.
Also, I'll do something about the hair in the cutscene. I know it looks odd right now. heh

Oh, and I've eliminated the second lightest shade from the sprites for that transparancy.  ;)
I'll post the altered ones later.

And I'll try to make the animations look more dynamic ...though it'll be kinda tough with the attacking ones because I'm trying to keep the form true to iaido and kenjutsu.

Oh, and I don't really see what you mean about the breasts looking longer, Androk.
Either way, I'm glad you like my work.



Anyway... here's another cutscene I mannaged to get done.

« Last Edit: December 18, 2006, 09:19:25 am by Ryona »

Offline gliding

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Re: [WIP] Gameboy-style

Reply #14 on: December 15, 2006, 05:48:37 am
O god! I love it Ryona!

my ONLY crit is that the but cheek in the back is a bit wonky. Perhaps, shrinking it a tad might help?

Other than that I love it. You brought so much into the character with so little colour.  :y:

o and you might want to change the angle of that sword to a more- dynamic poistion. ^_^
« Last Edit: December 15, 2006, 05:51:11 am by gliding »

Offline Tremulant

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Re: [WIP] Gameboy-style

Reply #15 on: December 15, 2006, 06:14:02 am
This is great stuff. The animations, as has been said, could use some... clarifying? But The cutscene pieces, 'specially the newest one, look pretty friggin' tight to me. ;D

I have only one crit, and it applies to both scene pieces. There are some jaggies, particularly in the outlines, and you seem to have pretty awesome AA skills. Any reason why you didn't smooth these out? Honestly, I have no understanding of the GB's limitations, and for all I know it could be a personal choice (not wanting to risk making stuff seem blurry or w/e), but I think a few place in particular could really benefit from a bit of smoothing (the rightmost thigh in the first one, the sheath and hair in the newest one, etc.)

These really are fantastic though, either way. Nice work. :y:

Offline Helm

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Re: [WIP] Gameboy-style

Reply #16 on: December 15, 2006, 03:58:34 pm
I'm kinda suprised at the amount of tits and ass in the cutscenes, especially for art made by a woman. I don't think it'd be practical for a ninjagirl to run around in a supertight sting thing. What if she falls on her ass as she fights? Splinters!! I'd give her pants even if it would reduce the 'sexy' aspect somewhat. A girl ninja can be sexy in other ways than in fully exposing her rear.

Quote
I like the way you seem to make little versions of you in your work... well that's what they look like to me...

Does she look like an anime character?

I strongly second tremulant's call for aa on jaggies, like for example the scabbard in the second 'scene.

Offline ZoSo

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Re: [WIP] Gameboy-style

Reply #17 on: December 15, 2006, 04:26:11 pm
Nice ass, nice boobs, good concept.... who wont accept a sexy ninja with hardly any clothes on?.. I love it, keep making those cutscenes! :P

Yea i dont like how you dithered the shading on her legs in the first cutscene pic, it was alot better earlier. Keep up the good work  :y:

Offline Neoriceisgood

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Re: [WIP] Gameboy-style

Reply #18 on: December 15, 2006, 05:58:49 pm
I'm kinda suprised at the amount of tits and ass in the cutscenes, especially for art made by a woman. I don't think it'd be practical for a ninjagirl to run around in a supertight sting thing. What if she falls on her ass as she fights? Splinters!! I'd give her pants even if it would reduce the 'sexy' aspect somewhat. A girl ninja can be sexy in other ways than in fully exposing her rear.

Does she look like an anime character?

I strongly second tremulant's call for aa on jaggies, like for example the scabbard in the second 'scene.

But how can a female hero appeal to the crowd when she's wearing pants? She obviously knows what sells well  :-*


I'm not sure if this is valid "critism" however when I compare that last cut scene image to the previous one, I must say it appeals to me a lot more when the hair is just "pitch black" instead of entirely shaded;

I'm not sure what it is, I'd probably say the fact that the hair on cut scene number 1 sort of suffers from a play-dough/tentacle esque effect, where it doesn't really feel like "hair" to me,

on the newer one where it is all just one dark shade of grey, eventhough much simpler, it feels a lot better to me.

Hope I'm not just repeating what anyone said, and hope it helps you; keep up the good works :D


(p.s, she's wearing too much.)

Offline pkmays

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Re: [WIP] Gameboy-style

Reply #19 on: December 15, 2006, 06:12:03 pm
Yeah, I was thinking to myself during the edit "Christ this girl is overly stacked, and I'm saying this as a guy. Maybe I should bring it up." But really, I think the style works. The drawings are cute while the character design is kinda kinky. I like the combination. The only unfortunate thing is that it doesn't carry over to the sprites.

Hair works much better in the second cutscene.

Offline Akzidenz

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Re: [WIP] Gameboy-style

Reply #20 on: December 15, 2006, 06:15:09 pm
Yeah, I was thinking to myself during the edit "Christ this girl is overly stacked, and I'm saying this as a guy. Maybe I should bring it up." But really, I think the style works.

It definitely relies upon that old-school anime vernacular, which is known for being anything but modest - I think that's why it works.
que faire quand on a tout fait, tout lu, tout bu, tout mangé
tout donné en vrac et en détail
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Offline Ryona

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Re: [WIP] Gameboy-style

Reply #21 on: December 15, 2006, 06:37:14 pm
*blushes*

Yeah, I know she looks all kinky and stuff. I'm pretty much deliberently giving her sex-appeal.
She's a ninja, but more specificly, she's a kunoichi. And from what I've read, kunoichi had special training in seducing men with their feminine wiles. So, I wanted to incorperate that into the look of the character.

But how can a female hero appeal to the crowd when she's wearing pants? She obviously knows what sells well :-*

That too. lol


I don't think it'd be practical for a ninjagirl to run around in a supertight sting thing. What if she falls on her ass as she fights? Splinters!! I'd give her pants even if it would reduce the 'sexy' aspect somewhat. A girl ninja can be sexy in other ways than in fully exposing her rear.

True, the outfit is anything but practical. I was originally thinking about putting her in a more traditional ninja outfit, but felt that would be a little too bland. Also, I really wanted to give the character some "POW" with a sexy, temptress look. Not to mention it's just a fantasy world where she fights robots, demons, aliens, or whatever, so I'm not really worried about realism and logic.


Anyway, I'm obviously not shy about making sexually suggestive art. But if anyone has taken offense by the cutscenes or are bothered by them, please let me know. I don't want to make anyone uncomfortable.


Does she look like an anime character?

I believe Baccaman was refering to many of my female characters posessing similar characteristics as me such as dark spunky hair, light complection, etc...


Anyway... I've taken the suggestions to heart and added some AA to the outlines as well as fixing the hair in the first cutscene.




I'll drop in that running sprite later after I've done some work on it.
« Last Edit: December 16, 2006, 12:26:38 am by Ryona »

Offline Xion

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Re: [WIP] Gameboy-style

Reply #22 on: December 15, 2006, 10:37:37 pm
Yes, awesome. That hair was really bugging me.
In the first cutscene, the belt looks like a leftover from lineart stages. Some kind of depth or shine or something would help it, methinks...even tough that would defyy the lightsource...
Hmmm...
'Side from that, this is great.

Offline Gunne

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Re: [WIP] Gameboy-style

Reply #23 on: December 16, 2006, 12:37:13 am
I am tired so I my eyes are not working 100% so I can't really crit right now :-[.  Just wanted to stop by and say that I llike what you've made so far. Still my eyes catched one crit;

On the last cutscene image you made her right buttock looks weird, I think the curve should be a bit smaller but again my eyes may fail me :P.

but I can't deny it, this looks very sexy :) nice job

in the shadows, lurking.

Offline Kren

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Re: [WIP] Gameboy-style

Reply #24 on: December 16, 2006, 04:06:55 am


On the last cutscene image you made her right buttock looks weird, I think the curve should be a bit smaller but again my eyes may fail me :P.

agree on that the curve is really big compared with the left.

Offline cave

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Re: [WIP] Gameboy-style

Reply #25 on: December 17, 2006, 06:44:39 pm
oh wow Ryona, this is looking so awesome I can't even put into words! I really wish a great coder steps up to make this game happen :)

Now onto the nitpicks:
On the 'Scene 1' screen, the highlights of her breasts seems slightly off by a pixel or two to the right according to the light source of the rest of the body.
On the 'Scene 2' screen, either her right butt cheek is sticking out too much or her left butt cheek is sticking out too little, you decide! :3 Also, you forgot a basic rule about dynamic compositions: Avoid straight angles. I know that makes your job harder with the sword but thats what AA is for, right?

Having said all that, I really think you should prioritize the in-game art to make the game look more complete, and to find a great GB coder so we can all play this on our emulators :D

[Edit]
Ok, less talk and more pixel, here's a crummy edit:




« Last Edit: December 18, 2006, 02:00:56 am by cave »

Offline Jake

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Re: [WIP] Gameboy-style

Reply #26 on: December 18, 2006, 04:45:01 am
very nice :D i wish the gameboy had games like this

some critiques:

your sprites dont meet gb restrictions, gb can only do 4 colors and for sprites transparent has to be one of those colors.

i have a couple of problems with the running animation, her legs dont move far enough and her breasts move too much imho. also, the legs have a strobing effect as baccaman said, making the back leg completely dark will reduce this.

heres my edit:



in the 2nd scene her left butt cheek looks a bit off, heres an edit i did to show you what i mean:

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #27 on: December 18, 2006, 09:18:26 am
Thank you all for all the feedback.  :)

I've taken some suggestions and am working on adjusting my pieces.

I've made the curve of her right ass cheek smaller.



I know some are suggesting that I change the angle of her sword there, but I like the way it is. I promise you all that there will be another cutscene in which the sword will be the main focal point and I'll make it look all cool and "dynamic".

I've fixed the running sprite, and I believe it looks pretty damn good now.



I like everyones edits on the running sprites. They all helped me with the final one.
Oh, and so everyone knows, that's the speed she'll be moving in. I don't want her running through the stages at super speed. She's suppose to move at a jogging pace.

And now, here's some more sprites...

Jump attack


Run attack


Moment of getting hit


As you all can see, I eliminated one of the shades for the transparancy. I've also done that with the others, and I'll be eventually updating them here.


I believe the main character is done for now, so I'll be working on some enemies now. I'll be posting them later!

Offline Faceless

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Re: [WIP] Gameboy-style

Reply #28 on: December 18, 2006, 11:07:05 am
I really like these, but there's a few little things I think could use some work:
On the run animation, she uses the balls of her feet, which kinda kills the stealthy ninja aspect of her character for me.
The jump attack looks really strange, and I've got no idea what's going on with her sword. Try bending her knees into a crouch before she straightens out in her jump, only to return to bent knees before landing. I also think an upwards sword slash would look both cooler and clearer than what you have now.
I think that's all I've got, really cute character design. It reminds me of one of the girls from Bubblegum Crisis 2040.

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #29 on: December 18, 2006, 04:45:08 pm
This looks great and I love low color work like this.  The only thing really bugging me so far (apart from the jumping which Faceless already mentioned) is that running.  Something about the legs bothers me.  To me it looks like the front leg shrinks in length when it's at its highest.   

But saying that my eyes are kinda sore right now anyway so it's hard to examine it zoomed in without getting a headache.
keep on moving, lil dude...

Offline junkboy

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Re: [WIP] Gameboy-style

Reply #30 on: December 18, 2006, 07:47:43 pm
Lovely! Great old-school feel, especially with the cityscape background. I think that the run needs some more tweaking for that proper ninja look. Panda had the right idea with his edit.
I also had this lying around, might be of some help, I dunno

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #31 on: December 18, 2006, 11:04:34 pm
Thanks for the replies, people. Glad you're all enjoying the character concept.

Ok, now I know what some of you are saying about her run not looking "ninja-like". The idea is that she's not really suppose to look like she's running. It's more of a jog. Like, I was originally going to have her just walk, but felt that wouldn't work. And doing that high-speed ninja run you all are suggesting just looks too fast for me. I don't want her blazing across the screen. A jogging pace is much more preferable to me.

And about the sword slashes looking weird, I suppose it's the part when she withdraws her sword that looks awkward. Should I make the flash of the blade when withdrawing invisible?

Oh, and I hear ya on the springiness effect on her jumps, Faceless, but that would require adding an additional frame, and I kinda want to keep the animation of all the sprites rather simple.
I would have otherwise made eight to ten frames for everything such as attacks and movement as I normally do.

Oh, and I noticed what you mean about the leg, Woverine. I'll have that fixed.
« Last Edit: December 18, 2006, 11:07:00 pm by Ryona »

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #32 on: December 19, 2006, 02:42:13 pm
Ok, now I know what some of you are saying about her run not looking "ninja-like". The idea is that she's not really suppose to look like she's running. It's more of a jog. Like, I was originally going to have her just walk, but felt that wouldn't work. And doing that high-speed ninja run you all are suggesting just looks too fast for me. I don't want her blazing across the screen. A jogging pace is much more preferable to me.

I been there.  Done a couple running tests before when making games and realised when the characters ran, to have them play the animation at proper speed, they'd actually move across the screen too fast for the required gameplay.  That's a reason why the lil guy in my signature actually has a more strong, determined stride than a run, especially since it's meant for a 22 year old computer which ain't really known for super smooth and super fast together.
keep on moving, lil dude...

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #33 on: December 28, 2006, 05:49:02 am
I like your little guy, Wolverine. It's cute.


Anyway, here's a much needed update on my li'l project.

I updated all of my ninja's animated sprites, as well as adding some new ones. Also, I made two eneimes so far, and I've extended the background image and plan to extend it even more.

Let me know what you think.



























Offline Faceless

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Re: [WIP] Gameboy-style

Reply #34 on: December 28, 2006, 09:03:09 am
Big improvements all around I'd say.
I really like that roll, and the ready stance she exits it into.
I think the jump still looks a bit stilted, but the jump attack is much less confused now which is good.
The hit animation just outright made me laugh.
I think there's too much noise in the backdrop, which is really making things confused towards the bottom.

I'm getting a distinctly Ninja Turtles vibe from all these. Is it intentional?
 I saw your introductory (I think) topic had a lot of Turtles content.

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #35 on: December 28, 2006, 09:16:55 am
Thankies! ^_^

Yeah, some of my friends seem to like the hit animation alot too. heh

I'll see what I can do about that mess in the backdrop.

As for my inspiration for this game idea, I got it from a classic Gameboy game I used to have called "Ninja Gaiden Shadow".  :)
But the inspiration for the ninja robot enemy came straight from the classic Foot soldiers of TMNT!  ;)


It looks like I have most of the graphics I need for the demo, so I should be able to start programming it within the first week of January me thinks.
I'll just need to study up on the tutorial. heh

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #36 on: December 28, 2006, 01:04:27 pm
I remember that Gameboy game.  Was said to be a sorta version of one of my favorite NES games Blue Shadow (Shadow of the Ninja outside of Europe I think) rather than originally a true Ninja Gaiden game.


You've made some good improvements to everything.

Looking forward to the demo
keep on moving, lil dude...

Offline happymonster

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Re: [WIP] Gameboy-style

Reply #37 on: December 28, 2006, 02:15:23 pm
16 x 16 - FF2 stylie!




 :lol:

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Re: [WIP] Gameboy-style

Reply #38 on: December 28, 2006, 05:51:00 pm
Great update Ryona! I got a ocuple of suggestions for the background:

- Add a few cirrus clouds
- Maybe try making the buildings outline-less?

Here's a cityscape background I did some time ago, maybe it'll be good reference to you. I totally ripped the style off Sonic Advance 3 :P


Offline commodore

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Re: [WIP] Gameboy-style

Reply #39 on: December 29, 2006, 09:46:48 am
The white lines on the water- maybe it would look better if they were only where the moon is (hard to explain :S).

Offline Zolthorg

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Re: [WIP] Gameboy-style

Reply #40 on: December 29, 2006, 06:53:16 pm
The white lines on the water- maybe it would look better if they were only where the moon is (hard to explain :S).



Something like that?
i agree

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #41 on: December 30, 2006, 01:58:05 pm
I remember that Gameboy game. Was said to be a sorta version of one of my favorite NES games Blue Shadow (Shadow of the Ninja outside of Europe I think) rather than originally a true Ninja Gaiden game.

Yeah, I've played Shadow of the Ninja. Not a bad game, but annoyingly difficult at times (even at stage 1!).


16 x 16 - FF2 stylie!




 :lol:

Is that my character all chibified? Cute! ^_^


Great update Ryona! I got a ocuple of suggestions for the background:

- Add a few cirrus clouds
- Maybe try making the buildings outline-less?

I tried adding clouds, but it wasn't looking too good.
And some of the buildings need outlines or else they meld into the background sky.

Very neat pic of the city skyline, but what I'm trying to do is make it look like the bridge leads into the city. That's why the buildings gradually look closer.


Oh and thanks for the suggestion on the water, commodore and Zolthorg. I changed what I had and it does look better now.



Anyway, here's some more stuff. Pretty much the rest of the graphics needed before I can start programming the demo.

What do you all think?...


This here is the explosion after destroying an enemy.


This is a Dragon statue which holds a special orb.


After breaking the orb, one of these items appear.


Screenshots of what game play may look like.


And an improved cityscape. I may still add more city on the right.

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #42 on: December 30, 2006, 02:43:44 pm
Beautiful.

But what is that third item?
keep on moving, lil dude...

Offline Neoriceisgood

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Re: [WIP] Gameboy-style

Reply #43 on: December 30, 2006, 02:55:19 pm
Beautiful.

But what is that third item?

To me it looks like line rider.

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #44 on: December 30, 2006, 11:40:40 pm


The first one is the classic medical symbol. You replenish two health units with it.

The second one is an energy orb. You replenish one power unit with it.

The third is the kanji for "Ki" (lifeforce/spirit/cosmic essence). You replenish three health units and three power units with it.

And the fourth one is an ankh (Egyptian symbol for (life/immortality). You gain an extre life (1up) with it.

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #45 on: December 30, 2006, 11:41:57 pm
Ah, ok.  Am useless recognising japanese symbols :(
keep on moving, lil dude...

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Re: [WIP] Gameboy-style

Reply #46 on: December 31, 2006, 12:39:12 am
Wow, Ryona! This is marvellous. I am so impressed by your work here. I definitely hope that you make this into a game :D

The running animation looks great, but maybe she's poking her ass out a little too much? Although that could be a character trait? (judging by the "scene" pictures of her, lol) I really love the jump animation too, it's ace! I do think you could improve the normal stance though. From the running and slashing and jumping animations she's a real fighter with attitude, and that stance just doesn't make me think she's preparing to fight.

The cityscape background looks great now after the update too. It's perfect; not too distracting, and yet very detailed.

Nice work!

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #47 on: December 31, 2006, 01:16:59 am
Why, thank you, Mirre! ^_^

Yeah, you're definetly right about her ass sticking out alot. lol. Some people earlier on in this project were saying she didn't look "female" enough in some of the sprites and needed more curves. So I really tried to give her a voluptuous figure. haha

Oh, and as for her idle stance, it's an actual stance in Budo Ninpo Taijutsu called Shizen No Kamae. Basicly it translates as "Natural Stance". And that's really all it is. heh. It's a universal and versitile stance, and any kata can manifest from it.

Mirre, you can count on there being a playable demo sometime in January.  ;)

...I just gotta study up on Game Maker. lol
« Last Edit: December 31, 2006, 01:22:43 am by Ryona »

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Re: [WIP] Gameboy-style

Reply #48 on: December 31, 2006, 01:53:28 am
Don't really have any crit to give, just wanted to hop in and say how cool your art is.
I think the "getting hit" frame (this one ) is where she looks the most feminine, of the small ones. I think it's the knees together thing.
The rest of the animation is cool! Keep it up!  :P
Ganbare!

Offline Kable

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Re: [WIP] Gameboy-style

Reply #49 on: January 01, 2007, 10:41:00 pm
i really like where this one is headed, definitely my kind of game. However the main character should never be punished with a 4 frame run cycle, that's just cruel! :)

I added 2 frames, it could still use some clean-up but I think it helps a bunch. I'm not sure what the technical limitations are on the GBA, but surely 2 extra run frames wont hurt...

Original:
Edit:       

Offline Tenshi

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Re: [WIP] Gameboy-style

Reply #50 on: January 05, 2007, 08:50:54 pm
Ryona showed me this topic on #Pixelation.

- While I agree with you on the issues of the outfit, Helm, I disagree on the objectification due to the gender of the creator. Women contribute just as much to this "material" these days as any man does; it's because of such cyclic contributions that nothing much is done about it. "After all, if both sides do it, then what's the problem, right?" The Sex-comedy Ranma 1/2, and some of the questionable material from InuYasha and Urusei Yatsura are all the work of Rumiko Takahashi, a woman, as a simple example. And as you may or may not know, material such as the above is rampant in Ranma.

- Now, anyone who remembers me from way back when on the old Pixelation / GDR forums knows I'm not going to sing praise. However I'm not going to insert a "her breasts are too big" comment either, because that is [at least from what we discussed] merely the point of the character, a sex object. Far be it for me to decree that sex objects cannot exist. And as far as I'm concerned as long as you label it as such and don't try to pretend it's something else, I'm not going to bother you.

- However, I do have a problem with the "kunoichi" bit. She is not a kunoichi. Kunoichi, by all definitions I have seen, were specially-trained women who assassinated their targets using sex, subtlety, and manipulation. The problem here is that people are drawn in by the popularized "exchange" of "Female ninja" with "kunoichi" that is popularized with such things as Dead or Alive and Naruto. In general, however, they are not equivalent. The age in which kunoichi were prominent was an age before women were considered [nearly] equal to men (we haven't reached that age yet even today). In a direct confrontation it would be highly improbably the woman would win, particularly these women, because they were very attractive, and as has been proven in many cases, strong women are not attractive (because strength requires muscle; yes, martial arts does work with technique , but with 0 muscle technique is worthless).
- As the definitions state, kunoichi would kill using poisons and concealed weapons, weapons that were often disguised as feminine objects such as purses, geisha parasols, and sex toys; since they could get close to their targets by their jobs, as tea servants and sex slaves.
- Therefore, a woman parading around in a bathing suit with a katana is not a kunoichi, because her weapon is way too obvious and no one's going to give her alpha strike advantage regardless of how much she's showing. Setsuka from Soul Calibur III can potentially be identified as one because her weapon is always hidden (even with her fighting style, which involves quick dashes and stabs and then re-concealing her weapon), but neither Taki nor Kasumi are. Now, while making a female ninja as sexed up as you want to is your perogative, to state "because kunoichi killed by using sex appeal and that's why I made her that way" isn't valid to anyone who knows a bit of history on the subject. Now, if her weapon was hidden in a feminine object, I'd be more inclined to buy into it, but her clothing implies too much "I'm a combatant," whereas... if you went more the "Red Ninja" route (as much as I hate that game), it'd be easier to write off as such.
- That is not to say that "female ninja" of the "ninja" type did not exist. However, if you check, those versions were as much covered as their male counterparts. Those were not the kind that employed sex outright though. So basically, there isn't much historically that backs up such a character, as those documents seem to suggest that they became one or the other categorically, and not that there were too many Kasumis running around.

- That said, you do have a lot of talent.
« Last Edit: January 05, 2007, 09:11:33 pm by Tenshi »
Jaeda / Jade

Offline Conzeit

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Re: [WIP] Gameboy-style

Reply #51 on: January 06, 2007, 02:16:12 am
wow, nice one Tenshi! glad to see your point stated in such concise and fair manner, I also learnt some history while at it hahaha

on the sprite....check that topic where Baccaman made a tut for running anims, you should make the pendulum aspect of your gait much more apparant, so it doesnt look like a broken running anim, the slower the char moves the more obvious the pendulum aspect should be.

I'm also concerned about how you will diference the sprites from the foreground, you have to predetermine some way in which they'll stand apart from eachother.All I see right now in your mockup is the fact the bridge is a lighter gray, you must make a separate style for the foreground so the player wont confuse a decoration (take a gargoyle) with an enemy.

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #52 on: January 06, 2007, 02:31:31 am
 :huh:

@ Tenshi: - Umm... Thanks?


*sighs*

I didn't want this whole project to start to turn into a debate on whether or not it's okay for women to make half nude/sexual art, and if it's wrong to create a character for the partial purpose of being eyecandy.

It's just a direction I took with this character because I simply wanted to. Anyone who knows me well enough knows that I rarely make sexual/kinky art. But that's besides the point.

I've had Life Drawing for a number of years, so I'm certainly not one to be bothered by making and seeing nude art. Also, sex is a form of art. Believe it or not but museums here have held exhibitions on the art of sex and sexuality. Not to mention it's expressed in artworks ranging between paintings, novels, comics, and video games by male AND female artists as Tenshi pointed out.

Now Tenshi, please keep in mind that I didn't call my character a kunoichi to justify her sexy appearance. Her appearance is what I was going for even before I decided to make her a ninja. She could have very well been some kind of female gladiator and she'd still look the same. I just figured because I gave her a katana that I'd call her a ninja, and from what I have read on kunoichi, I felt it would suit her pretty well.
Not to mention that I've seen a number of classic Japanese films in which the kunoichi does go into open combat with swords.
Also keep in mind that I'm not going for a realistic world in this game. It's a fantasy world where the main character fights robots, cyborgs, and mutant monsters in a city which sits on a man-made island.


Anyway... as I can see here, so far there's people who either like and support my work, or think my character looks horrible because of her sexualy suggestive appearance and poses, and/or think it's wrong for women to make nude/semi-nude/sexual art.

Now, I really like sharing my artwork with the community, but I'm seriously losing my enthusiasm to post anymore updates on this particular project.
« Last Edit: January 06, 2007, 02:38:14 am by Ryona »

Offline The B.O.B.

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Re: [WIP] Gameboy-style

Reply #53 on: January 06, 2007, 03:02:06 am
as I can see here, so far there's people who either like and support my work, or think my character looks horrible because of her sexualy suggestive appearance and poses, and/or think it's wrong for women to make nude/semi-nude/sexual art.

Now, I really like sharing my artwork with the community, but I'm seriously losing my enthusiasm to post anymore updates on this particular project.

   Aww! Don't get down. Tis just a wee debate occurring in your thread. I personally couldn't give a rat's a** of the gender of the artist. I care more about the ART itself. And from the looks of it, it's coming out quite swimmingly, if I say so myself.
   I'm gonna hop on the bandwagon, and say the running animation could use some tweaking.(maybe a few tween frames, to add more realistic motion.)
Also, I DON'T agree what everybody is saying about the wonky-ness of her ass in your latest cut scene. It looks fine to me, and the buttocks do make that shape when in that position.(Though I must admit, it is a bit ghetto, but I'm not complainin'...I likes the bootay..)...I think.
   Apart from the minor crits, it's still looking great. Now turn that frown upside down, and finish it.

...

or else...
my back hurts...

Offline Conzeit

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Re: [WIP] Gameboy-style

Reply #54 on: January 06, 2007, 03:37:27 am
what are you talking about Ryona? this isnt the only thing going on, I went to make sensible crits on your sprite and they were ignored because YOU were too focused on the whole sexuality issue. What you focus on is what we focus on, the talk about this has obviously affected you so it will continue.

I for one think that tenshi made a very good post, he does not nag at all about the whole woman making nekkid chicks issue, and he gave you information on one of your refferences. The fact that you use a fantastic setting does NOT mean you can be inconsistant with the references you use; if your world is so fantastical then why dont you create a new type of assasin unique to this world? that would make her all the more special as a character. Think...The Maverick Hunters of MegamanX, or the Foxhound unit of Metal Gear....making your character a member of a special group only existant in your universe gives them a lot more uniqueness.

if I were to give a critique on the character design itself, that's what I would focus on, making her character traits more obvious with some kind of special trait in her outfit (like Snake's bandana...or Megaman's helmet design)

now, the whole issue of the suit's practicality is irrelevant, obviously this is a visual medium and there will always be a level of stylization Ryona has just chosen to set that bar pretty high, I dont see a reason to challenge it.
---------------------
about the sprite...the attacks make me feel like the motion blur is being underplayed, you're using it as an overlaid effect on the drawn out sword, it should try to represent a diferent pose than the one where you can clearly see her sword drawn out. you could make the motion blur look like it's reached further than the sword (like Ninja gaiden and most capcom attack motion blurs), or make it look like it happens before the actual sword is drawn out
« Last Edit: January 12, 2007, 12:09:14 am by Conceit »

Offline 9_6

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Re: [WIP] Gameboy-style

Reply #55 on: January 06, 2007, 03:39:46 am
What's wrong?
From what I've read noone called your art horrible because there was some nudity involved, only impractical and historicaly wrong and this was the 'hardest stuff' I've read in this topic.
I can only repeat that you've done a beautiful job your work is far away from being horrible.

I'm not gonna repeat that the running/jogging animation needs tweaking but would linke to point out that the explosion needs a few more frames.

The smoke dissolves way too fast and it looks like part of it moves downwards which shouldn't be.
I'm also not a fan of that black-white flashing circle at the beginning but I guess that's just a matter of style.
Does scaling an image blur it?
Opera fix Firefox fix

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #56 on: January 06, 2007, 04:11:58 am
what are you talking about Ryona? this isnt the only thing going on, I went to make sensible crits on your sprite and they were ignored because YOU were too focused on the whole sexuality issue.

I did not intentionally ignore you. I read Tenshi's post and during the time I was responding to it, you made your post. I certainly did read your post afterwards and I'm taking your advice to heart, I can assure you that.

Anyway, I like your idea about making a new warrior class for her, and I honestly hadn't thought of that, so thank you for the idea.

As for the assumption that I'm trying to make the debate of the art direction of the character the main topic here, I am certainly NOT trying to do that. If anything I'm hoping that people would give it a rest. Yes, I do understand that some issues are still taboo to some folks here, but I didn't post my stuff just so people can go "Oh, you can't do that. That's wrong" (yes, I know. An over-exageration).
And it's not just what I've heard in this thread, but also what I've heard in the Pixelation mIRC chatroom. So it's really starting to get to me.

I don't think you understand how rather frustrated I've become, Conceit.



Anyway...

As for all the helpful suggestions to improve my sprites, I'll certainly get on them. I think I'll add an additional two or four frames to the run/jog animation to make it smoother (even though I was tyring to keep the frame count low in this game).

As for the explosion, I want it to be fast. Something like - 'Hit the enemy. A quick BOOM. Move on to the next enemy.' I don't want it to be left smoldering in the air.
And as for the stuff that's moving down, that's just some debris falling.

And I'll try to tweak the sword flash/motion blur.


Oh, and thank you for the support, The B.O.B.
And thank you for the compliment on my artwork, 9_6.
« Last Edit: January 06, 2007, 04:22:15 am by Ryona »

Offline Hishnak

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Re: [WIP] Gameboy-style

Reply #57 on: January 06, 2007, 04:24:00 am
"Also, sex is a form of art. Believe it or not but museums here have held exhibitions on the art of sex and sexuality."

Oh come on...I'm sorry but that is complete B.S.

Okay now that I have completely destroyed this topic I'll just be quite :P

Offline Meta|Fox

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Re: [WIP] Gameboy-style

Reply #58 on: January 06, 2007, 06:24:10 am
The energy orb look out of place there. make it look more... energysh, and less like a bubble.

Agh! i didnt notice the argument around me! *takes cover*
« Last Edit: January 06, 2007, 06:26:23 am by Meta|Fox »

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Offline sharprm

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Re: [WIP] Gameboy-style

Reply #59 on: January 06, 2007, 09:03:54 am
I really like the enemy's slash animation. I have to agree that the explosion seems lacking. Even if you want a quick explosion, couldn't you have more frames played at a faster rate? Looking forward to seeing what kind of 'boss' you will make for your game.
Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
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Offline Jad

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Re: [WIP] Gameboy-style

Reply #60 on: January 06, 2007, 09:33:11 pm

Anyway... as I can see here, so far there's people who either like and support my work, or think my character looks horrible because of her sexualy suggestive appearance and poses, and/or think it's wrong for women to make nude/semi-nude/sexual art.

Now, I really like sharing my artwork with the community, but I'm seriously losing my enthusiasm to post anymore updates on this particular project.

I was gonna say something about her thong but I'll let you be :] It's a problem of my own and not yours.

On another matter, regarding the explosion, if it's supposed to be a short POOF-splosion, I suggest you make it more stylized and flash-like and not a smoke puff, seeing as the human mind believes flashes to be fast and smoke to move slowly. Plus, if it's going to be a fast flash-explosion, make the brightest frame the first one and let it diminish from there. That's my suggestion :]
' _ '

Offline Faceless

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Re: [WIP] Gameboy-style

Reply #61 on: January 06, 2007, 10:41:57 pm
Wow... you leave for a couple of days and everything goes to hell...

Firstly, I think you should consider your posts more carefully Tenshi. Whilst your view was well presented, Helm's comment was made ages ago, and it had no real baring on the direction of the art, so why bother to raise it as an issue? To get Helm to reply and take the discussion off topic?

Also, it's ridiculous to suggest for Ryona to come up with a new classification for her character. Thanks to Naruto and DoA, Kunoichi are seen as being synonymous with female Ninja, and the terms have become interchangable. So what if it isn't historically correct? Mario isn't much of a plumber either.

Ryona, I hope you continue to show updates to this project, as I for one am interested by it. Maybe you could ask a mod to clean the thread up a bit?

Offline Feron

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Re: [WIP] Gameboy-style

Reply #62 on: January 06, 2007, 11:41:19 pm
i think the best way to end this off-topic discussion would be with more pixels.

Offline Helm

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Re: [WIP] Gameboy-style

Reply #63 on: January 07, 2007, 12:10:01 am
Quote
Anyway... as I can see here, so far there's people who either like and support my work, or think my character looks horrible because of her sexualy suggestive appearance and poses, and/or think it's wrong for women to make nude/semi-nude/sexual art.

I don't see that happening. It's not to anyone's advantage to make such groupings and simplifications. Regardless of the sexual content of the piece, you've recieved much help on it, no? Then the thread has served its purpose, and it doesn't have to be about people rallying to your defense or ganging up against you. Remember: this is a forum about critique and artists helping each other, it's not really about social networking and creating allegiances and all that nasty internet politics/drama stuff. Don't bring that on yourself.

If it annoys you, you should probably reconsider chatting with Pixelation people as well. Or learn to distinguish between chatting and what we do in the forum.


Quote
Now, I really like sharing my artwork with the community, but I'm seriously losing my enthusiasm to post anymore updates on this particular project.

Do as thou wilt shall be the whole of the law and other such satanic decrees, but I think you're overreacting.

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #64 on: January 07, 2007, 12:41:11 am
Yeah, I kinda was overreacting. It's not like there's really been a problem here in this thread. It's mainly what I've been getting at the Pixelation chatroom that has bothered me. I carried my annoyance over here when it didn't really need to be here.
This whole thing seems to have started from my reply to Tenshi's post, and I apologize for the derailing.


Now as for the critiques, I'll see what I can do on the small explosion. I was thinking about adding a crackle of electricity within and around the explosion.

I'll be posting some sprite updates as well as a new cutscene as soon as I can.


Thank you for the helpful critiques, people, and thank you for the helpful support and wisdom, Faceless.
« Last Edit: January 07, 2007, 12:42:52 am by Ryona »

Offline Ryona

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Re: [WIP] Gameboy-style

Reply #65 on: January 07, 2007, 01:03:53 pm
Update!  :)

My good friend Speekio made this neat animation using my game graphics. Check it out, people! It's a real treat!

http://spekkio.xieke.com/neoninja.html

Oh, just so you know, Speekio warned me that it might freeze your browzer for a few seconds.
« Last Edit: January 07, 2007, 01:42:05 pm by Ryona »

Offline sharprm

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Re: [WIP] Gameboy-style

Reply #66 on: January 07, 2007, 01:28:10 pm
It looks good - i guess the running animation is fine once it is in the game. With the city scape, I think the ring on the building
near the water doesn't fit with the other perspective.
Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
http://www.artrenewal.org/articles/Philosophy/phi

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #67 on: January 07, 2007, 01:47:19 pm
Cool, but it's hard to listen to that music without thinking about sweets...
keep on moving, lil dude...

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Re: [WIP] Gameboy-style

Reply #68 on: January 07, 2007, 04:53:09 pm
If you're assuming the music will be in the game, I can assure you it won't be. It's just a random tune Spekkio put in to test out the sound output.


With the city scape, I think the ring on the building
near the water doesn't fit with the other perspective.

Yeah, I've noticed that too, but I decided to leave it so the ring shape is obvious and comprehendable. If I did adjust it, the ring would then be horizontly flat and may not look like a ring.
« Last Edit: January 07, 2007, 05:01:10 pm by Ryona »

Offline 9_6

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Re: [WIP] Gameboy-style

Reply #69 on: January 07, 2007, 05:09:40 pm
It says 'Invalid Bytecode' for me.
How can I get this to run?
Does scaling an image blur it?
Opera fix Firefox fix

Offline Gunne

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Re: [WIP] Gameboy-style

Reply #70 on: January 07, 2007, 05:11:15 pm
Wow, with that tune and the flow of the animation it gots a great feeling to it. Actually this reminds me a bit of TMNT for the gameboy, Ryona let me know when you have finished a demo for this, keep it going ;)
in the shadows, lurking.

Offline Wolverine

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Re: [WIP] Gameboy-style

Reply #71 on: January 07, 2007, 05:19:33 pm
If you're assuming the music will be in the game, I can assure you it won't be. It's just a random tune Spekkio put in to test out the sound output. 

Didn't think it would be. Was just commenting on how much the tune still reminds me of sweets and chupa chups (it's a remix of the rock track from the old game Zool).

For some reason the animation only worked the one time for me.  Probably because I stilll have issues with various Java applets on this PC.  I usually do my best to avoid such sites.
keep on moving, lil dude...

Offline Player1

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Re: [WIP] Gameboy-style

Reply #72 on: January 11, 2007, 10:31:18 am
I just want to say that it's a hame that such beautiful spriteset is butchered but ugly 2-frame running animation. Well, that 2 frames are, great, but without rest, like, six or eight, they looks ugly and unappropriate for supposably graceful heroine.

Offline Faceless

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Re: [WIP] Gameboy-style

Reply #73 on: January 11, 2007, 10:41:34 am
Scroll down Player1.
Updates are usually found in subsequent posts. ;)

Offline Player1

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Re: [WIP] Gameboy-style

Reply #74 on: January 11, 2007, 10:52:52 am
Scroll down Player1.
Updates are usually found in subsequent posts. ;)
Well, there are 4 frames now, but it's at least twice less then enough.

Offline Squeez

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Re: [WIP] Gameboy-style

Reply #75 on: January 11, 2007, 01:51:31 pm
Wow I read this whole topic. And it's really awesome. I like the whole idea, too bad I can't see the short animation though but I believe its great.
You rock, finish it  ;)

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Re: [WIP] Gameboy-style

Reply #76 on: January 11, 2007, 09:36:40 pm
"Also, sex is a form of art. Believe it or not but museums here have held exhibitions on the art of sex and sexuality."

Oh come on...I'm sorry but that is complete B.S.

http://www.msnbc.msn.com/id/3717283/
http://en.wikipedia.org/wiki/Erotic_museum
http://www.villagevoice.com/art/0634,shuster,74214,13.html

These are not porn sites, so don't anyone yell ban. These are all articles related to exhibits at museums related to sex. I filtered through the hundreds of sites to find a few reliable sites that didn't include nudity. Maybe this will keep people from speaking about something before they research it...

Offline Hishnak

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Re: [WIP] Gameboy-style

Reply #77 on: January 12, 2007, 01:53:55 am
Ummm...that’s not the issue at hand. A picture of sex (albeit lacking form) may be art but sex in itself is not art.

Offline Conzeit

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Re: [WIP] Gameboy-style

Reply #78 on: January 12, 2007, 06:10:12 am
say....I think it IS a very powerful form of expression :p I would say a good long-standing relationship is a very outstanding work of art, really, the level of expression between two people in love I belive is quite artistic.

but taking the subject at hand, what are the limits of sex? isnt foreplay part of sex? I would say so.

so then, foreplay is the arousal that precedes the actual intercourse, men are very easily aroused by sexual imagery, therefore images of sex are sex. So if images of sex are art, sex is art. MWAHAHAHAHAHA

sorry, couldnt resist =) I know this is still off topic but I really belive what I wrote c.c

Offline Rox

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Re: [WIP] Gameboy-style

Reply #79 on: January 12, 2007, 07:48:48 am
Okay, honestly? Who REALLY cares what's art and what isn't? What this world REALLY needs is more awesome GB style mock-ups!

Offline Xion

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Re: [WIP] Gameboy-style

Reply #80 on: January 13, 2007, 12:00:36 am
I want to see enemies.

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Re: [WIP] Gameboy-style

Reply #81 on: January 26, 2007, 05:19:15 pm
what an interesting topic this has turned into...

I'd like to take this opportunity to say my goodbyes...  I'm finally off on my travels... thanks everyone for building such a great community - thanks to ptoing, helm and panda for being fair handed and talented people...

arivaderci - adios - auf weidersehen - konban wa - &t &t &t

I'll pop in evry now and again if I access a decent speed cyber cafe - take care - see you all in 08!!

Pete :)

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Buy the book - The Animator's Survival Kit by Richard Williams

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