Ryan Cordel Posted July 7, 2007 Report Share Posted July 7, 2007 Lava Reef - Zone II - Lamp Post === Just wanted to take a try at this, and made my own attempt at a lamp post. Example pic (Sorry if the background is not 100% the same as the original. =3) and the sprite sheet included. And sorry if the top of the Reef post looks familiar, I compared it to the original and noticed that it's almost as round. Ah well. EDIT: Included animation displaying how the idle frame works. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 7, 2007 Author Report Share Posted July 7, 2007 Pretty sweet. Link to comment Share on other sites More sharing options...
Ryan Cordel Posted July 7, 2007 Report Share Posted July 7, 2007 Thanks. The original design was more that the same rock n' crystal combo would also come from the ceiling, not just the ground. But I think that would've confused the players a bit. Link to comment Share on other sites More sharing options...
TRD Posted July 7, 2007 Report Share Posted July 7, 2007 Everyone, impressive work. Link to comment Share on other sites More sharing options...
Blue Frenzy Posted July 7, 2007 Report Share Posted July 7, 2007 ryan, that is way cool. Link to comment Share on other sites More sharing options...
Ristar Posted July 7, 2007 Report Share Posted July 7, 2007 Aye, ryan that is pretty ace. Just something I've noticed with a lot of peoples' work. It's best to take a screenshot of the zone you're intending to use, then use only the colours from that zone. It just makes the overall image seem more natural as I've seen a lot of these where the checkpoint sticks out like a sore thumb. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 8, 2007 Author Report Share Posted July 8, 2007 I disagree. Things like checkpoints and other objects shouldn't necessarily use the stage's natural colors since that makes them stand out less. They still need to stand out and be instantly recognizable for what they are. As the Sonic games are, checkpoints never look like a natural part of the stage, so there is really no problem. Link to comment Share on other sites More sharing options...
SonicProject Posted July 8, 2007 Report Share Posted July 8, 2007 Couldn't find a good screenshot to put this in. But Sonic 3 style. The wheelie thing didn't work out. GIF of activated Link to comment Share on other sites More sharing options...
Ryan Cordel Posted July 8, 2007 Report Share Posted July 8, 2007 Although the flag could use some more realistic movement, I like it. Has a Super Mario Bros. feeling to it. =3 Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 8, 2007 Author Report Share Posted July 8, 2007 Couldn't find a good screenshot to put this in. But Sonic 3 style. The wheelie thing didn't work out.[qimg]http://img72.imageshack.us/img72/5163/wheeliecpkt9.png[/qimg] GIF of activated [qimg]http://img72.imageshack.us/img72/5650/flagxi5.gif[/qimg] Stick it in some form of humanish (I can't think of a good word... just think something that you'd expect to be owned or operated by humans, be it military, city, whatever) level. I'd try Chaotix's marina level and see if that looks good first. You might want to just put it in any screenshot from any particular game to see if you can find a game it fits with. Its more important that it fit with a game than some particular level, and just looking at it, I think it fits Sonic 2 best. Link to comment Share on other sites More sharing options...
Midiman Posted July 8, 2007 Report Share Posted July 8, 2007 July 14th eh? ill invest into it Link to comment Share on other sites More sharing options...
Ryan Cordel Posted July 8, 2007 Report Share Posted July 8, 2007 Working on another one (To counter TRD's. ), for Launch Base. Rather odd design however. I'll post it 'tomorrow'/later on once my computer's done raping itself. Link to comment Share on other sites More sharing options...
TRD Posted July 8, 2007 Report Share Posted July 8, 2007 Alright, this is my final entry. A Casino Night styled checkpoint: When activated, the one-windowed slot machine starts going, and it will eventually land on the starpost picture. (It's always gonna land on the startpost picture.) When it does, the starpost will light up and change different colors. Teh sheet. And as always, an animated demonstration: Alright, Good luck everyone, very impressive work. And yes, I will submit my entries to the main site in both MMF and sheet format. Link to comment Share on other sites More sharing options...
Aerosol Posted July 8, 2007 Report Share Posted July 8, 2007 wootness! That's sweet right there TRD. Link to comment Share on other sites More sharing options...
TRD Posted July 8, 2007 Report Share Posted July 8, 2007 Thanks. Link to comment Share on other sites More sharing options...
Ristar Posted July 8, 2007 Report Share Posted July 8, 2007 Yeah it does need to stand out, but generally it's a good idea to use the colours from the actual stage. The ones I've seen so far which use the same palette as the stage seem to be best. The reason the checkpoints stood out so well in the original games is because they used the same sprite throughout the whole game whereas what we're sort of doing here is making one that is custom to a stage. Therefore I think that in order for the sprite to seem most appropriate to the stage then the palette for that level should be used. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 8, 2007 Author Report Share Posted July 8, 2007 We aren't really making these with pallete limitations in mind. This isn't the 16-bit era anymore. Just because the rules state it should fall under the same art style as a given game doesn't mean that it has to fall under the same technical restrictions. Hell, my sprites tend to use alpha channels. Link to comment Share on other sites More sharing options...
Ristar Posted July 8, 2007 Report Share Posted July 8, 2007 I'm not necessarily talking about palette restrictions - it just gives a much more balanced image overall. And sometimes it's good to implement colour restrictions, maybe not now, but back when I used to sprite a lot I set myself lots of restrictions on colours and it really taught me a lot about the use of colours. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 8, 2007 Author Report Share Posted July 8, 2007 All that matters is that it doesn't look blaringly out of style with the game. The theming is just a bonus. You know, most of the interactive objects within levels of the game tend to adhere to a separate pallete from the base level pallete as well. It just seems frivolous to emphasize using existing colors when spriters should really be concentrating on more prevalent issues like the light source and blending. Link to comment Share on other sites More sharing options...
Ristar Posted July 8, 2007 Report Share Posted July 8, 2007 They all go hand in hand - personally light source isn't much of an issue as it only takes about a second to work out, however as for palette it requires a lot more thinking. Blending - again is reliant on the palette. It may not necessarily be the 16 bit console era anymore, but spriters are in high demand for handheld games - maybe not on the DS, but with mobile games and the like. It's easy to think that a big palette can be a good thing, but thinking about creating a big game - it's best to use a relatively simple palette in order to tie everything up. It's all about balance and consistency. Overall it's just something to bear in mind, if you work with the minimum - then you may have space to incorporate more things. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 8, 2007 Author Report Share Posted July 8, 2007 Pallete is scarcely an issue on handhelds as well. The much greater issue there is working in low resolutions. In any event, by and large, most of the pallete recycling done in the genesis era was about technological restrictions rather than desire. In any event, there is no need to burden people with excess minimalism (that probably sounds like an oxymoron). The results we are seeing look great as-is. Link to comment Share on other sites More sharing options...
Ryan Cordel Posted July 8, 2007 Report Share Posted July 8, 2007 We aren't really making these with pallete limitations in mind. This isn't the 16-bit era anymore. Doesn't mean the authors aren't free to be able to go with restrictions. It's a lot more fun that way to limit yourself. Anywho, Launch Base === Example: Sheet: Animations; Activating: Idle: == Yeah, it's crap, I know. :3, if necessary, I could explain how it works. Link to comment Share on other sites More sharing options...
Ristar Posted July 8, 2007 Report Share Posted July 8, 2007 Ok did mine, not exactly the best thing ever but it came out pretty well. Example: Original idea: Link to comment Share on other sites More sharing options...
Blue Frenzy Posted July 8, 2007 Report Share Posted July 8, 2007 Hydrocity i guess. Actually, you have to read the rules. You have to give it in sprite sheet format and an example of how it fits in a level. BTW, it it is original drawn, your drawing skills are surpisingly great. Your style reminds me to a friend i had a long time ago on AIM. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 8, 2007 Author Report Share Posted July 8, 2007 Looks good. Water lacks flow though Link to comment Share on other sites More sharing options...
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