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SuperUltraShroom's Sprite fails
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Topic: SuperUltraShroom's Sprite fails (Read 411 times)
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Forte
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Re: SuperUltraShroom's Sprite fails
«
Reply #15 on:
August 19, 2011, 01:55:45 AM »
Pretty basic recolor, but not awful. For the record, please upload your sprites to photobucket or somesuch, because the forum attachment thing tends to shrink them, and it's sort of an out of the way thing to have to click on them.
You're also over the color limit for a sprite in the style of NES RockMan. Try to cut down - color choice is a big part of what makes spriting challenging and fun at the same time.
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Last Edit: August 19, 2011, 01:57:16 AM by Forte
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Re: SuperUltraShroom's Sprite fails
«
Reply #16 on:
August 20, 2011, 10:52:41 AM »
www.imageshack.us
Use that.
And remember, 8 colors on NES sprites.
Unless I'm wrong.
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Re: SuperUltraShroom's Sprite fails
«
Reply #17 on:
August 20, 2011, 12:33:39 PM »
It varies from NES game to NES game, and technically, color limits are a lie. For NES RockMan games, I think it's 4 colors + transparency per layer.
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Re: SuperUltraShroom's Sprite fails
«
Reply #18 on:
August 20, 2011, 12:53:55 PM »
the correct color limit per layer per bittage calculation is:
B:2-T=C
B being Bittage, T being transparency (Which is always only 1, so technically it's B:2-1=C) and C is amount of colors you can have.
So, the correct color calculation per bittage is:
8:2-1=3
16:2-1=7
32:2-1=15
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Re: SuperUltraShroom's Sprite fails
«
Reply #19 on:
October 20, 2011, 01:58:40 AM »
Okay, got internet on my computer so that's my progress (yeah I accidentally left out some of his foot. Whoops)
Also I did one while looking at a mega man battle network 4(?) sprite Tried to do a little shading,
I
thought I did okay.
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Re: SuperUltraShroom's Sprite fails
«
Reply #20 on:
October 20, 2011, 02:29:41 AM »
Ignoring the obviously MegaMan edited 8 bit sprites... no, I'm not gonna ignore them.
Rule 1 of 8 bit sprites: The bittage is low. The quality is not. Unless you're playing Action 52, you'll probably notice in your NES game that the color choices, general anatomy and shapes, and overall design isn't something that got half-assed, at least not on purpose. Use some colors that aren't paint default colors in your sprites, and experiment with different poses that you made yourself.
For example, the white there, that's a really awful contrast with the skin tone. I know you've got color limits to try and adhere to, but remember why the majority of NES sprites wore helmets/hats or had black hair: we gotta make this look appealing while keeping the limits intact. Also, try not to increase the size of the sprite by 200% just to work on it. Those sprites are really huge. When you have eight bit sprites, where they're so obviously pixelated, you don't want to INCREASE the size of each pixel. That makes them obvious, and in turn, makes the sprite look choppier. Keep your sprites at the same size as they were when you found them, and if making custom sprites, make them on par with the size of the style you're emulating.
As for the battle network one, at least you have the concept of light sources down.
Kind of
. Remember, with the battle network games, each sprite can have 15 colors + transparency, so that's a lot of colors to work with. It doesn't have to be high contrast eight bit colors anymore, nor is the outline black (typically, it's dark blue or grey)
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Re: SuperUltraShroom's Sprite fails
«
Reply #21 on:
October 21, 2011, 09:54:59 PM »
What is up with the lines from the leg on that 9th sprite.
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Re: SuperUltraShroom's Sprite fails
«
Reply #22 on:
October 24, 2011, 11:34:59 AM »
That's my inner half-assedness showing.
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