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Author Topic: Koh's Sprite Joint  (Read 10797 times)

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Koh

Re: Koh's Sprite Joint
« Reply #20 on: August 14, 2014, 02:15:19 pm »
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So I found a really old backup of World of Chaos DX:  Extended (so old, elemental charging wasn't even added!), and began to derp around in it, updating the graphics with my refined hue-shifting technique.  Behold, how much control the power of color can REALLY have on your works.


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Koh

Re: Koh's Sprite Joint
« Reply #21 on: August 22, 2014, 06:23:04 pm »
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Wanted to try something out.

->
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Re: Koh's Sprite Joint
« Reply #22 on: August 27, 2014, 05:39:23 pm »
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Why don't you try to edit the original rom?
It would be extremely awesome.
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Koh

Re: Koh's Sprite Joint
« Reply #23 on: September 02, 2014, 12:45:34 am »
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Nah, I don't know anything about rom hecking, and I'd rather devote that kind of time to my own stuff, ha ha.

Finally redid Koh's midres sprite.


Now I've more space to show things like the bent knees.  So I can try doing the better walking animation from this new version.  Also, the animations aren't simply flipped, so his battle stance will look different facing left.
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Koh

Re: Koh's Sprite Joint
« Reply #24 on: September 08, 2014, 11:20:46 am »
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Just practicing less aggressive, but still noticeable shifting on tiles.  A Link to the Past's flat colors were used, while I  made my own highlights and shades.  Why is Zelda always my default experimental route? 
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Koh

Re: Koh's Sprite Joint
« Reply #25 on: September 20, 2014, 07:35:19 pm »
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Proof of Concept Mock HUD.  Imitates the flat color + white highlight style in the menu boxes, given a drop shadow.  GB Screen is TINY.  WonderSwan has the same height, but is at least Widescreen with its 224x144 size.
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Koh

Re: Koh's Sprite Joint
« Reply #26 on: September 25, 2014, 03:57:24 pm »
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Sprite I made for my 9th anniversary on another set of forums.  Zelda was what brought me there, so I figured I'd make a my own sprite for the occasion.

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AJAX

Re: Koh's Sprite Joint
« Reply #27 on: September 27, 2014, 05:48:58 am »
Knowing how good you are at your sprites, I'd definitely take a hit off your joint. ;)
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Koh

Re: Koh's Sprite Joint
« Reply #28 on: September 28, 2014, 10:52:51 pm »
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If I smoked, ha ha.  But thanks for the compliment~

Just a little quicky I did this morning.

->->

Personally, I'd just replace the 32x32 clusters with tree tiles that take up a 32x32 space, and are layered atop one another.  The clusters of small shrubs are fine, but that's just what I'd do for a better overall visual.  But, since I just took the existing tiles and updated them....
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rhalifax

Pixelated Tree
Re: Koh's Sprite Joint
« Reply #29 on: September 29, 2014, 05:44:40 pm »
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Wow these are all amazing!
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Pixelated Tree. | I make crappy Youtube videos now.
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Koh

Re: Koh's Sprite Joint
« Reply #30 on: October 12, 2014, 05:48:04 pm »
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It's been a while since I've sprited.  I kinda felt like doing the rest of the walking for Link today, as well as preparing his alternate colors.  I was just updating the default poses btw, so there's no jumping or swimming or any of that.  I don't even have those graphics.  Holding items is missing currently.



It all look good?  This is free to use, naturally, as it's fan material.  Just give credit where it's due, please.
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Koh

Re: Koh's Sprite Joint
« Reply #31 on: December 11, 2014, 02:56:18 am »
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I starting having too much fun with this.



Now I'm curious how it'd turn out if LTTP had a remastered port with a graphics setting for this, lol.
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Koh

Re: Koh's Sprite Joint
« Reply #32 on: January 31, 2015, 03:14:13 pm »
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You know, that scaling technique, and working within the old pixels rules for that old revamp thing is actually extremely useful for making hi-res/HD versions of sprites.  It ensures you keep the same general proportions as the original, while also adding more detail.

I took that updated version of Koh's old sprite and did a lil test.



You pick the dimension that matters, which in this case was Height, and try to match up to the scaled vertical dimension while you work on fixing it up.  The dimension that doesn't matter, in this case width, is free to either stay where it is, or be shrunken.  In this case, it was shrunken by a pixel on both sides to make him less fat and more tall.

With this setup, not only are the sprites hi-ressed, but they also stay within the collision boxes of the original.  Man!  If I had known this years ago when I was actually working on the 2012 version of World of Chaos, it'd have saved me a lot of time and made this whole thing so much easier xD.
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Koh

Re: Koh's Sprite Joint
« Reply #33 on: February 07, 2015, 11:47:55 pm »
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Lemme just say I really love this bite-sized sprite thing.  Simplistic and retro at the same time.  And then the res-lift modernizes them, but still keeps it pixel-ish.



It's impossible to put any shading on sprites that small with outlines, lol.  And I hate outline-less sprites, because they blend in with the background XD.  I'm sure tiles at this size would be no problem to shade though.
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Koh

Re: Koh's Sprite Joint
« Reply #34 on: March 23, 2015, 07:46:12 pm »
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Been  a long while since I've posted anything.  Random stuff.




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Koh

Re: Koh's Sprite Joint
« Reply #35 on: April 24, 2015, 09:56:41 pm »
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Best dust off the cobwebs one more time before final exams begin.

So, we're going to let players choose between a boxy or rounded style with hi-res HUD frames and text.


http://i.imgur.com/5qG7dXz.png

http://i.imgur.com/d6glFBO.png

Some mugshots.

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Re: Koh's Sprite Joint
« Reply #36 on: April 28, 2015, 12:49:57 pm »
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Oh well that's kinda neat.  Is that being done just for aesthetics or for performance reasons?
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i love big weenies and i cannot lie

Koh

Re: Koh's Sprite Joint
« Reply #37 on: April 28, 2015, 11:25:31 pm »
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The rounded versus boxy styles?  Well, believe it or not, the rounded style DOES increase the filesize by a few KB...But it was mostly just for aesthetics; whichever the player likes the look of the best.
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Koh

Re: Koh's Sprite Joint
« Reply #38 on: May 15, 2015, 06:25:37 pm »
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Just practicing making some tiles.


More to come over time.
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Koh

Re: Koh's Sprite Joint
« Reply #39 on: May 17, 2015, 12:58:35 pm »
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Small trees.
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