ZFGC

ZFGC CP => Artwork => King of Thieves => Sprites/Tiles => Topic started by: SpritingBrad on August 06, 2015, 03:05:55 pm

Title: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 06, 2015, 03:05:55 pm
I´m adding this topic to start doing the enemies for the project.
I will add the ones already done here (That I can find).

DONE
ALMOST DONE/NEEDS COUNTERPART
NOT DONE

A
KOT:Armored Crab
KOT:Armored Dodongo
B
KOT:Beamos
KOT:Black ChuChu
KOT:Blue ChuChu
KOT:Bokoblin
C
KOT:Carbonite
D
KOT:Darknut
KOT:Demonic Dodongo
KOT:Dodongo
KOT:Door Mimic
F
KOT:Fire Keese
KOT:Fire Wizzrobe
KOT:Floormaster
KOT:Flying Tiles
G
KOT:Gibdo
KOT:Green ChuChu
KOT:Grey ChuChu
I
KOT:Ice Keese
KOT:Ice Wizzrobe
KOT:Iron Knuckle
K
KOT:Kargaroc
KOT:Keese
L
KOT:Like Like
KOT:Lizalfos
M
KOT:Mad scrub
KOT:Mighty Darknut
KOT:Moblin
KOT:Moldorm
O
KOT:Octorok
KOT:Overgrown Keese
P
KOT:Poe
R
KOT:Red ChuChu
KOT:Redead
KOT:Redead Knight
KOT:Rock Wasp
KOT:Rope
KOT:Rupee Like Like
S
KOT:Sand Glider
KOT:Shadow Guard
KOT:Shadow Keese
KOT:Shiekah Warrior
KOT:Stalfos
KOT:Stalfos Elite
KOT:Stone ChuChu
T
KOT:Tail
KOT:Thunder Keese
KOT:Thunder Wizzrobe
W
KOT:White ChuChu
KOT:Wizzrobe
Y
KOT:Yellow ChuChu
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 06, 2015, 03:13:05 pm
Great work putting these together, this should be really helpful.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 06, 2015, 03:16:37 pm
Great work putting these together, this should be really helpful.

Your welcome!
Title: Beamos (normal version)
Post by: SpritingBrad on August 06, 2015, 06:14:10 pm
I gave the beamos a shot!

The beamos has a charging beam animation before it shoots it, like vaati. It can charge while it turns, just looks at it down diagonally. The beam can be extended to any length in which he can spot you.

Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on August 06, 2015, 11:08:54 pm
That's a very nice Beamos!
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on August 06, 2015, 11:18:00 pm
I love the charge up bit. Especially the narrow horizontal flash. Psheww!
Title: Armored Dodongo
Post by: SpritingBrad on August 07, 2015, 02:44:17 pm
This is an edited version of Pepeztyle´s dodongo.
I don´t know if it fits the requirements of KOT, but I think it looks good!

EDIT: It also kinda looks like Leduardo´s Dimitri :P
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on August 07, 2015, 09:14:13 pm
onion
Title: Re: Armored Dodongo
Post by: Miles07 on August 07, 2015, 11:37:43 pm
This is an edited version of Pepeztyle´s dodongo.
I don´t know if it fits the requirements of KOT, but I think it looks good!

EDIT: It also kinda looks like Leduardo´s Dimitri :P
What I've noticed of Pepeztyle's style is that it kinda approximates Minish Cap style, only the color palette is off... There are too many shades of brown, for instance. And they aren't colors that exist as a palette in the GBA style. However, everything else looks like it'd fit that style.
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on August 08, 2015, 12:53:02 am
Pepeztyle's style is fun to say. Are palette swaps easy to do so it'd match our MC palette?

I think it also looks kinda like the ultimate chimera from Mother 3- which I love. Super cute...

...secret boss? Anyone? :p
Title: Kargaroc
Post by: SpritingBrad on August 08, 2015, 03:36:23 pm
I attempted the Kargaroc. I think it looks pretty good! I still have to do the flying animation, the wings and the front and back view and the tail, and it opening its mouth. Basically a lot of work left. I don´t know about the claws, which one looks best?
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on August 08, 2015, 05:03:19 pm
Cool! I think the third claws look best.

He's pretty big,I can't remember, is the Kragaroc the boss for the Roc's Cape, or is this a regular enemy? He seems like he might be a little small for the boss, but I dunno.

Also, on the body, maybe you should do a highlight shade of blue, feathers are pretty glossy. It might also make him have more definition and be clearer.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 08, 2015, 05:20:50 pm
Cool! I think the third claws look best.

He's pretty big,I can't remember, is the Kragaroc the boss for the Roc's Cape, or is this a regular enemy? He seems like he might be a little small for the boss, but I dunno.

Also, on the body, maybe you should do a highlight shade of blue, feathers are pretty glossy. It might also make him have more definition and be clearer.

He is a regular enemy. Like in wind waker.
He is that big actually, I searched for a height comparison and that is how big he actually is.
on the body it doesnt really matter that much, since the wings will cover most of it.
Title: Kargaroc side view complete
Post by: SpritingBrad on August 08, 2015, 06:17:34 pm
Side view complete!
Title: Kargaroc front view
Post by: SpritingBrad on August 08, 2015, 07:23:36 pm
I tried the front view. I think it looks good, but feedback is always welcome.
I can´t seem to make good wings for the front view, I will keep trying but I need help.

Note: Link is in trouble
Title: Re: KOT Enemy Sprite Topic
Post by: Kren on August 08, 2015, 10:53:10 pm
found this dodongo and decided to retouch one sprite, i beleive it has potential it's just matter of retouching
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 09, 2015, 08:37:32 am
found this dodongo and decided to retouch one sprite, i beleive it has potential it's just matter of retouching

It looks good! but In the design document it says that it has to be like the twilight princess one. we could use the body as a base though!
Title: Kargaroc front flying animation complete
Post by: SpritingBrad on August 09, 2015, 03:28:53 pm
i tried the front flying animation, but I don´t quite like it. Any ideas how to improve it?
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on August 09, 2015, 08:48:31 pm
The wings looks backward... like the wings from the "flying upward" animation were preserved but the body was changed... It doesn't look right...
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 09, 2015, 08:56:15 pm
The wings looks backward... like the wings from the "flying upward" animation were preserved but the body was changed... It doesn't look right...
The wing are really a pain! I know that they look wierd, I am not a wing architect! :P
Title: Shadow guard
Post by: SpritingBrad on August 10, 2015, 03:07:51 pm
This guy: http://wiki.zfgc.com/KOT:Shadow_Guard
Title: Stalfos knight
Post by: SpritingBrad on August 10, 2015, 03:12:51 pm
I found this sprite made by Nobody the dragon. it fits the description on the wiki so, here! :)
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 10, 2015, 04:06:27 pm
Could you separate the sword from the shadow guard and put it on it's own sheet?

EDIT: Actually, nevermind.  I have a better idea.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 10, 2015, 04:39:39 pm
Could you separate the sword from the shadow guard and put it on it's own sheet?

EDIT: Actually, nevermind.  I have a better idea.

What did you come up with? Now i´m curious!
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 10, 2015, 06:09:21 pm
What I do with the player is I have it separated from the player sprites.  But this is because the player's sword can change, which is not the case for these guys.  So it won't be necessary here :)
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 10, 2015, 06:19:47 pm
What I do with the player is I have it separated from the player sprites.  But this is because the player's sword can change, which is not the case for these guys.  So it won't be necessary here :)

Do you think it would be better to have a shadow sword? matching the body? with the red outlines to differentiate or something?
Or instead of the Gold handle, it could be purple-ish? and the actual blade black?
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 10, 2015, 06:41:33 pm
I'm not sure yet to be honest.  Let me code this guy up after the demo and see how he plays, if we need to change colors we'll decide on it then.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 10, 2015, 06:44:32 pm
I'm not sure yet to be honest.  Let me code this guy up after the demo and see how he plays, if we need to change colors we'll decide on it then.
WHOA hold on! I did a quick attempt to show you how it would be!
one is with the purple handle only and the other is the Darksword (Although it looks like a darksaber :P)
Title: Darknut with no helmet
Post by: SpritingBrad on March 07, 2016, 05:20:48 pm
I tried to make the darknut head and body without the armor and I think it it turned out great!! I don´t know If we plan to have the darknuts armor come off or if we are just going to have the normal MC guards. I put the original darknut sheet in there also.

Either way, I just put the head on a couple of bodies to see if it looks good, which I think it does!!

I also did the animation of the darknut punching, wich in the wiki it is said that he does when unarmed

What do you guys think?
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on March 07, 2016, 07:59:45 pm
Looks pretty sweet, dude! The front view, his mouth looks kinda like a goofy smile with orange lips. Or an octorock kinda mouth. Moving his nose down might help? From the side view though he looks mean. Like his wallet would say bad mother !@#$%.

I looked at the wiki and it does specify that you can knock the helmet off, and also knock all the armor off, using different attacking techniques.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on March 08, 2016, 02:04:08 am
oh jeez, I forgot about this thread!  Gonna have to get some of these guys on the schedule for a release!
Title: Darknut no armor pt 2
Post by: SpritingBrad on March 15, 2016, 06:50:06 pm
I fixed the nose and made a lot of progress, what do you think?

I want to have him like:
-Standard: Armor and helmet (complete)
-Vulnerable 1: Armor and no helmet (Almost complete)
-Vulnerable 2: No armor and helmet (This one is tricky, might need help this this, I have in mind using the moblin body as a reference since they are the same size)
-Weak: No armor or helmet (Need vulnerable 2 done to work on this)

I see him loosing the shield and only using the sword after loosing all the armor, like its personal for him.

It could also be cool if we had like a good darknut who is retired or something, much like old bokoblin dude.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on March 16, 2016, 08:44:44 pm
fyi guys, I'm still here, but my desktop is currently down and without a primary disk! So it's gonna be a little bit before I get the replacement
Title: Darknut With no helmet AND no shield
Post by: SpritingBrad on March 17, 2016, 05:56:47 pm
I finished the darknut with no helmet and I have attempted to remove the shield from him.
I have removed it from quite a lot of the sprites, but there are ones that are really tricky to handle. Could someone help me with these? Its a community project after all :)

Title: Iron Knuckle MC Style
Post by: SpritingBrad on March 19, 2016, 08:06:01 pm
I was looking around the internet and I found some attempts at the Iron Knuckle. I found Gonken´s head attempt and I also Found Pepeztyle´s Onox sprite and since Onox looks very similar to the Iron knuckle I decided to edit both together, adding things of my own. The axe if from Nobody the Dragon´s attempt. I think it looks awesome! Obviously I give credit to Pepe and Gonken. What do you think?
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on March 20, 2016, 02:12:06 pm
Thats actually fantastic! I may be able to start coding these guys soon :)
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on March 20, 2016, 03:13:24 pm
Thats actually fantastic! I may be able to start coding these guys soon :)

That sounds great!! So do you need anything else for the darknut and the Iron Knuckle, or are they good?

I added in the attachment all the enemy sprites we have (there are some that are already in game that are not here)
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on March 22, 2016, 02:33:20 pm
Quote
That sounds great!! So do you need anything else for the darknut and the Iron Knuckle, or are they good?

I'll let you know as soon as I can go through the sheet on a desktop that's not my work computer :) My home machine will probably be down for another week at least
Title: Re: KOT Enemy Sprite Topic
Post by: LorentzChronon on March 22, 2016, 09:36:06 pm
Quote
That sounds great!! So do you need anything else for the darknut and the Iron Knuckle, or are they good?

My home machine will probably be down for another week at least

RIP blocks of storage memory, at least you died before the cat peed on you
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on March 25, 2016, 01:33:51 pm
Quote
That sounds great!! So do you need anything else for the darknut and the Iron Knuckle, or are they good?

My home machine will probably be down for another week at least

RIP blocks of storage memory, at least you died before the cat peed on you

plot twist, steve peed in the machine and blamed it on his cat.
Title: Re: KOT Enemy Sprite Topic
Post by: LorentzChronon on March 25, 2016, 02:37:05 pm
Quote
That sounds great!! So do you need anything else for the darknut and the Iron Knuckle, or are they good?

My home machine will probably be down for another week at least

RIP blocks of storage memory, at least you died before the cat peed on you

plot twist, steve peed in the machine and blamed it on his cat.

after the stringbean fiasco I wouldn't be surprised if Steve had to proactively mark his territory
Title: MC Lizalfos
Post by: SpritingBrad on April 01, 2016, 09:49:04 pm
I gave this a shot!
I edited the MC Keaton and added bits of the Rope to it, I think its looking great! What do you think?
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 01, 2016, 10:13:41 pm
So, OoT Lizalfos for the model, then?
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 02, 2016, 12:22:15 pm
So, OoT Lizalfos for the model, then?

Based on the model, yes, but not the same
Title: Mc Lizalfos nearly complete
Post by: SpritingBrad on April 02, 2016, 02:30:17 pm
I worked a lot on this and it´s almost complete!
Do you guys think its looking good or is there something to be changed?
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 02, 2016, 04:23:45 pm
The wiki says they carry two axes, but I don't really care.  The sword is fine lol.  I can work with this for now to get it started, but we'll also need a double slash animation and a hop backwards animation at some point.

http://wiki.zfgc.com/KOT:Lizalfos

Looking great though!!
Title: MC Lizalfos
Post by: SpritingBrad on April 02, 2016, 09:26:15 pm
The wiki says they carry two axes, but I don't really care.  The sword is fine lol.  I can work with this for now to get it started, but we'll also need a double slash animation and a hop backwards animation at some point.

http://wiki.zfgc.com/KOT:Lizalfos

Looking great though!!

Thanks man! I did know it had to have 2 axes, but since it was edited from the Keaton It had the original sword from him. I think he looks good with the sword, but if you still want him to have axes it can be done, though it will be a little work...

SO, I have edited ALL the keaton sprites to make the Lizalfos, so the attack and movements are EXACTLY as if it were the Keaton in minish cap. I might add more moves and attacks, such as double swing, jumping etc...

I found King Mob´s Lizalfos and I thought it looked awesome (Like everything he did, too bad he abandoned the shadowgazer project when he was offered a job on an app company) SO I decided to make other variants of the lizalfos, maybe even dinolfos?, and added two more colour schemes so that the enemy is not always the same, as in green and plain. Having other colours and spines and stripes with spines will make the Lizalfos tribe look more unique.

Eitherway, I am really loving how they are turning out!
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 02, 2016, 11:56:14 pm
Those are looking great!  I don't really care about the axe, the sword is sufficient :)
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 03, 2016, 12:40:21 am
Those are looking great!  I don't really care about the axe, the sword is sufficient :)

did i hear axe?

its a small edit from the axe wielding character here:
http://www.spriters-resource.com/resources/sheets/6/6361.png

maybe, those who want can edit him for battle animations or ideas of improvement...
Title: Re: KOT Enemy Sprite Topic
Post by: Darklink45 on April 03, 2016, 06:27:32 am
I like the double axes :)
I made a big edit on the whole body and cleaned the axes a bit.
I'm not sure about the color, so I added another one.
Title: New Lizalfos MC style
Post by: SpritingBrad on April 03, 2016, 12:46:27 pm
I like the double axes :)
I made a big edit on the whole body and cleaned the axes a bit.
I'm not sure about the color, so I added another one.

Darklink I LOVE IT!!!

I animated your edit to have the movements it had before, and IT LOOKS AWESOME!!
it still needs the axe slash animation and the jumping back animation.,
Title: Re: New Lizalfos MC style
Post by: pxl_moon (dotyue) on April 03, 2016, 03:27:19 pm
Quote from: SpritingBrad
Darklink I LOVE IT!!!

grrr >_>

Quote from: SpritingBrad
it still needs the axe slash animation

Wait? did i hear AXE SLASH?!

edit: bzw again from the enemy sheet mentioned before
Title: Re: New Lizalfos MC style
Post by: SpritingBrad on April 03, 2016, 03:41:46 pm
Quote from: SpritingBrad
Darklink I LOVE IT!!!

grrr >_>

Quote from: SpritingBrad
it still needs the axe slash animation

Wait? did i hear AXE SLASH?!

edit: bzw again from the enemy sheet mentioned before

DUDE THAT IS AMAZING!!!
THANK YOU SOO MUCH MAN!!

Edit: Could you attempt the other sides too? Also I just realized the axes were made by you, sorry Yue :P
Title: Re: KOT Enemy Sprite Topic
Post by: Darklink45 on April 03, 2016, 03:57:43 pm
Woah that was fast haha, that axe slash looks sexy yue.

Brad I just noticed in your walking animation for the lizalfos going up, the arms and the legs move in the same direction.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 03, 2016, 03:58:46 pm
Woah that was fast haha, that axe slash looks sexy yue.

Brad I just noticed in your walking animation for the lizalfos going up, the arms and the legs move in the same direction.

Crapple, I´ll fix it ;)

Edit: Fixed!
Title: Re: New Lizalfos MC style
Post by: pxl_moon (dotyue) on April 03, 2016, 05:27:11 pm
Quote from: SpritingBrad
Edit: Could you attempt the other sides too?

 :'( yeah and i failed it...

was much harder than thought... here it is for fixing/redoing
Title: Re: New Lizalfos MC style
Post by: SpritingBrad on April 03, 2016, 06:18:44 pm
Quote from: SpritingBrad
Edit: Could you attempt the other sides too?

 :'( yeah and i failed it...

was much harder than thought... here it is for fixing/redoing
Dude that´s perfect! thank you! I know that side views can be a pain :/ but you are SO skilled that it looks great!
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 03, 2016, 06:35:13 pm
How about an even stronger attack where it jumps and attacks with both axes at the same time? The axes could than also get stuck in the ground for a few seconds if the attack misses.  Just an idea :)
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 03, 2016, 07:16:03 pm
How about an even stronger attack where it jumps and attacks with both axes at the same time? The axes could than also get stuck in the ground for a few seconds if the attack misses.  Just an idea :)

I like it! And I think it is very simple to do, I will try to make them from the fron and side. I hope Yue makes the back attack double swing...
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 03, 2016, 10:14:47 pm
And suddenly, the Lizalfos sheet escalates to basically encompass every pose and animation from Hyrule Warriors Lizalfos's.
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 04, 2016, 11:02:59 am
I hope Yue makes the back attack double swing...

Well someone else could give it a try + fixing the side (looks strange i dont like it)

i've got no time on my hands since im working shifts and go to school... maybe on the weekend, maybe!
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 04, 2016, 01:13:44 pm
That is freakin' sexy!  Scheduling Lizalfose for version 1.7 LOL
Title: Lizalfos Complete
Post by: SpritingBrad on April 05, 2016, 11:19:26 am
I finished the Lizalfos attack sprite!
I think it looks,good, but If anyone wants to edit it, they are free to do so ;)
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 05, 2016, 01:21:28 pm
loving it, looks great!
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on April 16, 2016, 02:48:16 pm
They look great! And also dangerous. I'd love to have a section where you have to sneak around like Arkham batman to stealthily take some out.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 16, 2016, 06:38:04 pm
They look great! And also dangerous. I'd love to have a section where you have to sneak around like Arkham batman to stealthily take some out.
Like a lizalfos camp? That actually could be cool, and that's a potential minidungeon right there.
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 16, 2016, 07:38:34 pm
Wasn't there some idea about doing that as the Gerudo pre-dungeon "mini-dungeon"? I could be wrong about that, and that would pretty much be cliched due to Ocarina of Time and Majora's Mask having those already.
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 16, 2016, 08:41:20 pm
They look great! And also dangerous. I'd love to have a section where you have to sneak around like Arkham batman to stealthily take some out.
Like a lizalfos camp? That actually could be cool, and that's a potential minidungeon right there.

i actually thought of lizalfos variations as you thought that and tried to edit the hooded beabers from seiken to make a hooded lizafos holding a lamp on a pole or without a pole for sneaking like in wind waker

(http://cdn.wikimg.net/strategywiki/images/thumb/c/cb/LOZWW_Forsaken_Fortress_barrel_screenshot.jpg/480px-LOZWW_Forsaken_Fortress_barrel_screenshot.jpg)

but again i failed... recolored it to a vaati colored one and you could use it for the dagger type lizalfos... again no animations but the only real edit is the hoodie on the head, rest is mostly recolored

edit: and well, i'm thinking that one got out really bad =(
Title: Dinolfos MC style
Post by: SpritingBrad on April 17, 2016, 09:40:45 am
They look great! And also dangerous. I'd love to have a section where you have to sneak around like Arkham batman to stealthily take some out.
Like a lizalfos camp? That actually could be cool, and that's a potential minidungeon right there.

I actually thought of lizalfos variations as you thought that and tried to edit the hooded beabers from seiken to make a hooded lizafos holding a lamp on a pole or without a pole for sneaking like in wind waker

(http://cdn.wikimg.net/strategywiki/images/thumb/c/cb/LOZWW_Forsaken_Fortress_barrel_screenshot.jpg/480px-LOZWW_Forsaken_Fortress_barrel_screenshot.jpg)

but again i failed... recolored it to a vaati colored one and you could use it for the dagger type lizalfos... again no animations but the only real edit is the hoodie on the head, rest is mostly recolored

edit: and well, i'm thinking that one got out really bad =(

I actually like it!! It can be improved but I like it!
So if we are going to have a lizalfos headquarters/camp we should have the following:
-Regular Lizalfos
-Lizalfos Guard (They are hooded versions of the lizalfos, they carry a lantern. If they find you, you will be sent back to the entrance)
-Dinolfos?

I think it could be like the forsaken fortress stage where you had to sneak all the way through, but instead of moblins they are lizalfos. The minidungon could actually be the kokiri entrance, where you have to save the deku trapped inside fom the lizalfos inside. Just an idea. That would also explain why they are more abundant in the swamp/forest areas.

We could actually have the mechanic of the barrel hiding AND ambush implemented here, as means of progresing through.

Edit: I attempted the Dinolfos, if we ever decide to use it.
Title: Re: Dinolfos MC style
Post by: pxl_moon (dotyue) on April 17, 2016, 10:33:26 am

I actually like it!! It can be improved but I like it!
So if we are going to have a lizalfos headquarters/camp we should have the following:
-Regular Lizalfos
-Lizalfos Guard (They are hooded versions of the lizalfos, they carry a lantern. If they find you, you will be sent back to the entrance)
-Dinolfos?

I think it could be like the forsaken fortress stage where you had to sneak all the way through, but instead of moblins they are lizalfos. The minidungon could actually be the kokiri entrance, where you have to save the deku trapped inside fom the lizalfos inside. Just an idea. That would also explain why they are more abundant in the swamp/forest areas.

We could actually have the mechanic of the barrel hiding AND ambush implemented here, as means of progresing through.

Edit: I attempted the Dinolfos, if we ever decide to use it.

Thanks! I cleaned up the "Thiefalzos" alot so you guys can animate from the Attackanimations already done just by using the Head and Colors... (now its really just the head changed)

edit: just you know... the color above is the cleaned version from above Vaati-Recolor and the below is the "improved" thief like one... and a A Link to the Past Rope recolor! now i like it alot for the previous Dagger-Lizalfos

edit2:

Edit: I attempted the Dinolfos, if we ever decide to use it.

I second that, just added shoulderpads, sword and shield to make it adjustable to the other variations (keep it simple)


edit3: I finished the Hooded Ones!!!

The Staff is from Ezio (w/o Birdhead) and the Lamp is just Links Lamp a bit shrunken...

I thought that they have a Lamp Circle where they can "see" and attack when spottet


Title: Re: Dinolfos MC style
Post by: SpritingBrad on April 17, 2016, 11:42:14 am

I actually like it!! It can be improved but I like it!
So if we are going to have a lizalfos headquarters/camp we should have the following:
-Regular Lizalfos
-Lizalfos Guard (They are hooded versions of the lizalfos, they carry a lantern. If they find you, you will be sent back to the entrance)
-Dinolfos?

I think it could be like the forsaken fortress stage where you had to sneak all the way through, but instead of moblins they are lizalfos. The minidungon could actually be the kokiri entrance, where you have to save the deku trapped inside fom the lizalfos inside. Just an idea. That would also explain why they are more abundant in the swamp/forest areas.

We could actually have the mechanic of the barrel hiding AND ambush implemented here, as means of progresing through.

Edit: I attempted the Dinolfos, if we ever decide to use it.

Thanks! I cleaned up the "Thiefalzos" alot so you guys can animate from the Attackanimations already done just by using the Head and Colors... (now its really just the head changed)

edit: just you know... the color above is the cleaned version from above Vaati-Recolor and the below is the "improved" thief like one... and a A Link to the Past Rope recolor! now i like it alot for the previous Dagger-Lizalfos

edit2:

Edit: I attempted the Dinolfos, if we ever decide to use it.

I second that, just added shoulderpads, sword and shield to make it adjustable to the other variations (keep it simple)


edit3: I finished the Hooded Ones!!!

The Staff is from Ezio (w/o Birdhead) and the Lamp is just Links Lamp a bit shrunken...

I thought that they have a Lamp Circle where they can "see" and attack when spottet

DUDE!!! They are awesome!!! I love them!!
I actually was thinking of them holding a lamp like the moblind, without a stick, but with the stick it looks much better dude!!
I swill animate it when I can ^^
Title: Re: Dinolfos MC style
Post by: pxl_moon (dotyue) on April 17, 2016, 11:54:37 am
DUDE!!! They are awesome!!! I love them!!
I actually was thinking of them holding a lamp like the moblind, without a stick, but with the stick it looks much better dude!!
I swill animate it when I can ^^

Thanks and pls do so ;)

Even if there won't be a Camp, it could be used for Nighttime that the Lampalfos spawn instead of the "standard" ones, making it possible for Link to use his Sneak technics for his advantige at night.

An idea for the "Thiefalfos" would be that he is a sneaky one at Daylight. When he is far away he is invisible and becomes more visible as he is near to Link, making him sneak behind his back and be spotted just in the last seconds (like the Thiefs in Bitdungeon)
Title: Hooded Lizalfos With Lamp
Post by: SpritingBrad on April 17, 2016, 05:33:17 pm
I animated both sprites and put some variations, ony sword, only lamp, both, none...

I think that the Lizalfos are one of the best enemy sprites on the game right now XD
Title: Armor-loosing Iron Knuckle
Post by: pxl_moon (dotyue) on April 17, 2016, 06:10:34 pm
I animated both sprites and put some variations, ony sword, only lamp, both, none...

I think that the Lizalfos are one of the best enemy sprites on the game right now XD

Looks good =) but when you think they are the best, i will review the others in this topic so the overall quality is given later on :P

ps: damn spriters resource is down :D

edit: S-R was up again for referencing material and i had an idea for sprites which are already in this topic...

So... lets talk Iron Knuckle http://wiki.zfgc.com/KOT:Iron_Knuckle

Background Story is that a Iron Knuckle is nothing more than a Gerudo in a Heavy Armor, which can be seen when "the armor is gone" i don't know why there would be an gerudo in Lake Hylia's dungeon but anyways:

the sprite wasn't really into armor loss so i edit it... i've got no time to make more in the next hours, maybe this evening before work but its now a gerudo! and its still taller than link + smaller than before. I've added a "black armor" version but couldn't do the helm since I wanted to do a Twilight Princess like (edit: as i saw later the "TP one" is a Darknut not a Iron Knuckle)... but recolor works just fine


edit2: updated the knuckle to do striptease <3

edit3: tried my luck on an axe... but got no time on my hands... here's the WIP... edits and animations for knuckle/axe are welcome since i haven't got time on weekdays

edit4: i HAD to do one change though: you can't fit a ponytail in that helmet! so Lorefriendly Chainmail
(https://tcrf.net/images/9/93/OoTheadunused.png)

otherwise just keep the pony
Title: Re: Armor-loosing Iron Knuckle
Post by: SpritingBrad on April 18, 2016, 06:10:53 pm
I animated both sprites and put some variations, ony sword, only lamp, both, none...

I think that the Lizalfos are one of the best enemy sprites on the game right now XD

Looks good =) but when you think they are the best, i will review the others in this topic so the overall quality is given later on :P

ps: damn spriters resource is down :D

edit: S-R was up again for referencing material and i had an idea for sprites which are already in this topic...

So... lets talk Iron Knuckle http://wiki.zfgc.com/KOT:Iron_Knuckle

Background Story is that a Iron Knuckle is nothing more than a Gerudo in a Heavy Armor, which can be seen when "the armor is gone" i don't know why there would be an gerudo in Lake Hylia's dungeon but anyways:

the sprite wasn't really into armor loss so i edit it... i've got no time to make more in the next hours, maybe this evening before work but its now a gerudo! and its still taller than link + smaller than before. I've added a "black armor" version but couldn't do the helm since I wanted to do a Twilight Princess like (edit: as i saw later the "TP one" is a Darknut not a Iron Knuckle)... but recolor works just fine


edit2: updated the knuckle to do striptease <3

edit3: tried my luck on an axe... but got no time on my hands... here's the WIP... edits and animations for knuckle/axe are welcome since i haven't got time on weekdays

edit4: i HAD to do one change though: you can't fit a ponytail in that helmet! so Lorefriendly Chainmail
(https://tcrf.net/images/9/93/OoTheadunused.png)

otherwise just keep the pony

Dude that is neat!!
I tryed to do the axe swing for the front view, I quite like it, but it was quite hard to make the arms "switch" from one side to the next. So its cleverly done so when sped up its hardly noticeable.

EDIT: I´m actually not very fond with the FSA Gerudo, Doesn´t fit MC style IMO :/ We could edit Din though, she looks like a Gerudo :P
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 18, 2016, 06:36:29 pm
that really looks nice brad!
a few tips though (since i have to go to work soon, else i would have tried editing)

1. Axe Swing: You could use the "un-angled" axe for the middle frames and the angled you used for every frame mirror on the last half, i attached an example

2. Axe Slam: would be need if she would higher the axe before slamming it down, idea attached


so and some unattached notes
- you seem to be good with animations so you could handle these and i would try the next side when i can...
- the upfront "slam" side isnt finished, needs obviously the cutting edge on that stick ;)
- well about the attack pattern... maybe she would make in the swing like a half whirl attack and become dizzy before repeating to chase Link? (Like the Tutorial Boss in Secrets of Grindea)
- Slam Attck could make a Lighting Wall forwards? (like the wiki said)
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 18, 2016, 06:43:20 pm
that really looks nice brad!
a few tips though (since i have to go to work soon, else i would have tried editing)

1. Axe Swing: You could use the "un-angled" axe for the middle frames and the angled you used for every frame mirror on the last half, i attached an example

2. Axe Slam: would be need if she would higher the axe before slamming it down, idea attached


so and some unattached notes
- you seem to be good with animations so you could handle these and i would try the next side when i can...
- the upfront "slam" side isnt finished, needs obviously the cutting edge on that stick ;)
- well about the attack pattern... maybe she would make in the swing like a half whirl attack and become dizzy before repeating to chase Link? (Like the Tutorial Boss in Secrets of Grindea)
- Slam Attck could make a Lighting Wall forwards? (like the wiki said)

Hmm, like this?
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 18, 2016, 06:52:48 pm
Not quite: the fourth and and sixth could be like the middle (fifth) one and the third like the second but more to the middle axe while the seventh the mirrored version of the third is (maybe they could be both like the middle too... try out! ;)

well the only problem is that if you don't change the view of the axe, the whole swing looks strange: its like she doesnt want to cut link with it!


with the FSA Gerudo, i will look into it after work... the body is okay though?
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 18, 2016, 07:02:04 pm
Not quite: the fourth and and sixth could be like the middle (fifth) one and the third like the second but more to the middle axe while the seventh the mirrored version of the third is (maybe they could be both like the middle too... try out! ;)

well the only problem is that if you don't change the view of the axe, the whole swing looks strange: its like she doesnt want to cut link with it!


with the FSA Gerudo, i will look into it after work... the body is okay though?

Hmm, i´ll see what I can do ;)

As for the body of the gerudo, which one? the one with the armor or the original from fsa? the original looks wierd, to me at least. I saw a while back a great example of a gerudo in Mc style made by Miles: http://chaosmiles07.deviantart.com/art/ALAT-Age-of-Civil-War-540687557
Its like a mixture between Din and the FSA gerudo, I love it!
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 18, 2016, 10:08:49 pm
I meant the body which has more or less armor
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 18, 2016, 11:41:19 pm
Hmm, i´ll see what I can do ;)

As for the body of the gerudo, which one? the one with the armor or the original from fsa? the original looks wierd, to me at least. I saw a while back a great example of a gerudo in Mc style made by Miles: http://chaosmiles07.deviantart.com/art/ALAT-Age-of-Civil-War-540687557
Its like a mixture between Din and the FSA gerudo, I love it!

And I'll see what I can do! Indeed, FSA should be avoided if you want to keep to the MC style - FSA is like a hybridization of MC and ALttP. If you need Gerudo bases, then by Hylia I'll get you Gerudo bases!
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 19, 2016, 04:23:03 am
Hmm, i´ll see what I can do ;)

As for the body of the gerudo, which one? the one with the armor or the original from fsa? the original looks wierd, to me at least. I saw a while back a great example of a gerudo in Mc style made by Miles: http://chaosmiles07.deviantart.com/art/ALAT-Age-of-Civil-War-540687557
Its like a mixture between Din and the FSA gerudo, I love it!

And I'll see what I can do! Indeed, FSA should be avoided if you want to keep to the MC style - FSA is like a hybridization of MC and ALttP. If you need Gerudo bases, then by Hylia I'll get you Gerudo bases!

isn't a big thing... just exchange the head later when i wake up (now would be better but S-R is down again, so i can't get Din or any MC Head i could edit/recolor)

btw. Brad... the link you showed is the same body as FSA, just with exchanged head and arms from din

edit: (the first part of the post was from ~6:30am) It's 1:30pm and as of for now Spriters Resource is still down and i have to go to school for further eduction (<- sounds somekind wrong in english) in a few hours... so no update to the tMC head until maybe this evening?
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 19, 2016, 04:17:16 pm
Actually, no dotyue, I used MC sprites for the body for that Gerudo. Give me a minute or two.

EDIT: Heads up. Literally!
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 19, 2016, 06:34:28 pm
Actually, no dotyue, I used MC sprites for the body for that Gerudo. Give me a minutehour or two.

EDIT: Heads up. Literally!

okay! changed it based on your sprite since i have to work soon...
well i changed the head and body color of the Iron Knuckle... and added some alternative choices for the "naked" one... but that means too that those need their own animations then ;-/

edit: i think its looking a bit strange... maybe she needs a new haircut?

Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 20, 2016, 03:39:42 am
I could make a short-hair version. Thing is, we know that the Iron Knuckles have the Gerudo faces underneath the helmet, but I want to know whether their hair is loose, long, short, red, etc. There's no information that I can find about that.

Meanwhile, I'll work on the short-hair version. It'll probably be up here sometime tomorrow (~12-18 hrs from this posting).
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 20, 2016, 04:22:56 am
I could make a short-hair version. Thing is, we know that the Iron Knuckles have the Gerudo faces underneath the helmet, but I want to know whether their hair is loose, long, short, red, etc. There's no information that I can find about that.

Meanwhile, I'll work on the short-hair version. It'll probably be up here sometime tomorrow (~12-18 hrs from this posting).

look a few posts above... thats the unused head of the iron knuckle gerudo

(https://tcrf.net/images/9/93/OoTheadunused.png)

i see it as a chainmail like this

(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTIaiObPP19zNPbXS-_Xk0rvPq-tUZaToQxesQRGZC-TwP-dQn1_w)

where her pony looks out like with liks hair in front of the cap
and her mouth seems covered by a oriental mask like your sprite on deviantart

honestly i don't really know what feels off with the new head... how do you guys like the new stances i made?
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 20, 2016, 03:31:43 pm
Whoa! lots happened while I was away!
I LOVE that gerudo man!! It fits with the generic gerudo artwork too also, could be nice to have the side body too, if its not too much trouble.
I tried to fix the axe, I don´t know if thats you you wanted it Yue, but at least I tried :P
I also did the walkin animation forward holding the axe.
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 20, 2016, 04:10:16 pm
Whoa! lots happened while I was away!
I LOVE that gerudo man!! It fits with the generic gerudo artwork too also, could be nice to have the side body too, if its not too much trouble.
I tried to fix the axe, I don´t know if thats you you wanted it Yue, but at least I tried :P
I also did the walkin animation forward holding the axe.

looks good to me... (the axe) i can't do such amount of spriting atm because of nightshift (work) and school, but i will when i can...
Can you do the Axe Slam or the Walking/Swinging for the "Naked" Knuckle? because the arms are not the same as the ones of the full plated one
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 20, 2016, 04:29:21 pm
Whoa! lots happened while I was away!
I LOVE that gerudo man!! It fits with the generic gerudo artwork too also, could be nice to have the side body too, if its not too much trouble.
I tried to fix the axe, I don´t know if thats you you wanted it Yue, but at least I tried :P
I also did the walkin animation forward holding the axe.

looks good to me... (the axe) i can't do such amount of spriting atm because of nightshift (work) and school, but i will when i can...
Can you do the Axe Slam or the Walking/Swinging for the "Naked" Knuckle? because the arms are not the same as the ones of the full plated one

I only did the without the helmet one, the "naked" ones are harder haha!

This one is a hard enemy to sprite, since it has four directions and each has an attack animation etc, and it has to hace aromr coming off. so it will take some time to finish this XD
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 20, 2016, 04:59:48 pm
You'll just need to make the last Naked One, since we can combine the parts from the Plated One with the Naked for the rest... The Slam could be Difficult though

I'll make the Side, maybe Tomorrow or max. on Saturday (should stuff happen) so as a Team Project it shouldn't take too long, you guys do great work i couldn't do in such amount of Time
Title: No Armor Iron Knuckle
Post by: SpritingBrad on April 20, 2016, 05:12:23 pm
You'll just need to make the last Naked One, since we can combine the parts from the Plated One with the Naked for the rest... The Slam could be Difficult though

I'll make the Side, maybe Tomorrow or max. on Saturday (should stuff happen) so as a Team Project it shouldn't take too long, you guys do great work i couldn't do in such amount of Time

DONE! Actually it was really simple! XD
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 20, 2016, 05:42:19 pm
thats the one with the underpads ^^;;

but i couldnt resist doing somthing

OUCH! SHE'S GOT HIT! ATTACK! NOW!

edit: well, hadn't the time to do id right, needs some cleanup xD
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 20, 2016, 05:53:27 pm
thats the one with the underpads ^^;;

but i couldnt resist doing somthing

OUCH! SHE'S GOT HIT! ATTACK! NOW!

edit: well, hadn't the time to do id right, needs some cleanup xD

Dude thats great! I did the one with the shoulderpads, but taking them out is an easy fix :P
EDIT: whats that grey thing on the gerudo´s forehead?
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 20, 2016, 06:37:16 pm
EDIT: whats that grey thing on the gerudo´s forehead?

(http://33.media.tumblr.com/9f3d6279120e86c919fe09a548e792e7/tumblr_inline_n9yeo2aVCc1qclke2.png)
edit: she's attackable because she's almost fainting so i thought of an emoji/anime-ish style of showing that... details brad, details...
maybe you want (too) fix her there, because its made pretty sloppy und would need a transition from standing to fainting anyways
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 20, 2016, 08:23:57 pm
EDIT: whats that grey thing on the gerudo´s forehead?

(http://33.media.tumblr.com/9f3d6279120e86c919fe09a548e792e7/tumblr_inline_n9yeo2aVCc1qclke2.png)
edit: she's attackable because she's almost fainting so i thought of an emoji/anime-ish style of showing that... details brad, details...
maybe you want (too) fix her there, because its made pretty sloppy und would need a transition from standing to fainting anyways

Oooooooh now I get it! XD
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 20, 2016, 09:02:44 pm
Using the model above, I made a head.

What do y'all think?
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 21, 2016, 12:03:50 am
Using the model above, I made a head.

What do y'all think?

Looks good on my mobile... i'll look at it again when i'm home...

edit: just did a 2pxl edit tp round the chainmail up and added it to the standing frame

edit2: reeeally funny... there was now "side" for this sprite xD spend much more time than i wanted with this one lol
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 21, 2016, 03:26:24 pm
Using the model above, I made a head.

What do y'all think?

Looks good on my mobile... i'll look at it again when i'm home...

edit: just did a 2pxl edit tp round the chainmail up and added it to the standing frame

edit2: reeeally funny... there was now "side" for this sprite xD spend much more time than i wanted with this one lol

looks alright, but isnt it a little hard to animate? XD
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 21, 2016, 04:06:50 pm
Quote
Background Story is that a Iron Knuckle is nothing more than a Gerudo in a Heavy Armor, which can be seen when "the armor is gone"

Wait wut O_o I'm not going to put an axe on anything (pun intended), but when was that established?
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 21, 2016, 04:41:05 pm
Quote
Background Story is that a Iron Knuckle is nothing more than a Gerudo in a Heavy Armor, which can be seen when "the armor is gone"

Wait wut O_o I'm not going to put an axe on anything (pun intended), but when was that established?

(https://s-media-cache-ak0.pinimg.com/564x/6d/0a/c2/6d0ac29b2b4e7be8c9b2caab7af285e9.jpg)
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 21, 2016, 05:14:31 pm
That's more speculation than anything and the Iron Knuckle has existed in Zelda since before the Gerudo were a thing.  In the future please don't make an assumption like this.  The Wiki documents have final say in character/npc background and design.
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 21, 2016, 05:17:22 pm
It's a fan theory, not a fact. Might want to research first.

Do not change the heads to Gerudos. This is a waste of time.
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 21, 2016, 05:52:37 pm
Yet as it is already done, shouldn't it stay like this? I think everyone did a great job with doing the sprite and it would be a nice easter egg for Zelda nostalgics.
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 21, 2016, 05:58:07 pm
Yet as it is already done, shouldn't it stay like this? I think everyone did a great job with doing the sprite and it would be a nice easter egg for Zelda nostalgics.

It's an interesting thought, but as it stands the Iron Knuckles will stay as their tradition armor-clad selves. Implementing this as fan service later on, maybe, but this is not a priority in the engine right now. Does that work? I just don't want SpritingBrad to continue dwelling on useless head alterations when the originals were fine.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 21, 2016, 06:01:20 pm
The armor is fantastic and Spritingbrad did a great job on it.  The underarmor looks great as well.  The head is the only thing that would need to change, but I don't know what to change it to..hrum.  Maybe we can just keep the helmet on and leave it as the only part of the armor that doesn't fall off?
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 21, 2016, 06:02:17 pm
The armor is fantastic and Spritingbad did a great job on it.  The underarmor looks great as well.  The head is the only thing that would need to change, but I don't know what to change it to..hrum.  Maybe we can just keep the helmet on and leave it as the only part of the armor that doesn't fall off?

I was always under the impression the helm would stay on haha. I think having the helmet off is !@#$% goofy, seeing as in the original games their helmets NEVER fell off.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 21, 2016, 06:03:17 pm
Yea, this seems like the path of least resistance here
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 21, 2016, 06:44:55 pm
Sound good to me :)
At least we also have the geberic gerudo sprite, which is nice ;)
So we should work on the armored version,  and if there is a change of mind to if the armor comes off then we will do that aswell
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 21, 2016, 06:48:20 pm
Good point of having the generic sprite!

And just to clarify - The armor WILL come off, but the helmet will remain.  So keep the unarmored version you have now, just stick the helmet on it :)
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 21, 2016, 06:51:47 pm
since there ARE arms and stuff under it, the armor could contain a skeleton (because his owner died a long time ago) or some kind of clockwork puppet

i dont really care for the gerudo, i just looked what is under the armor since the initial spriteset didn't have any armor removal which was stated in the wiki and what i found with "iron knuckle" were gerudo heads from OoT and a ton of fanart with Gerudo Knuckles...
i just wanted to help out since i don't have time for my own project and can go whenever i want after i've done some sprites here

maybe the angry-mob could be so kind and provide animation videos/gifs of the Iron Knuckle of their dreams they thought of when writing the wiki
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 21, 2016, 07:08:10 pm
Alright,

So first off, hi, I don't know if you know me but I am partially in charge of this project with Steve. I did not know being in charge was a synonym for being an angry mob! Even though this is a community project, we still need to give a certain level of control over what gets in here.

Since you're on this forum, I'd like to assume you have played OoT but I'm starting to doubt myself. When fighting the Iron Knuckle in OoT (at least), the armor falls off gradually:

http://www.youtube.com/watch?v=2zIuiVop1L4

In this specific video, yes, Nabooru gets in the !@#$% robot. Let's forget about that.

Pay attention to the mechanics of the fight and how after a certain amount of hits, pieces of the Knuckle's armor drop off and the Knuckle becomes more and more enraged. THIS is what we're talking about. Notice how the helm never falls off. There is NO evidence of ANYTHING being under there because armor is worn in layers. You don't just go gallavanting off into battle with literally pieces of metal on your naked-ass body; you have other layers underneath either of chainmail or leather, or whatever to hold the metal properly.

This is not of my dreams. This is what Nintendo programmed in the 90s.

There is no need to show anything under the armor except for the base layers of armor. It's not that complicated. All we are saying is that we do not want to overcomplicate things right now because we want to get the very basics into the game. When you google an Iron Knuckle and check the wiki, it very obviously states the Gerudo thing is a theory. Rule #1 on the internet is that fanart isn't necessarily canon.

We very much appreciate you helping out, don't get me wrong. However, you are not the art lead and you come across as a know-it-all at times. Even in your response, you're basically accusing Steve and I of being an angry mob and that is beyond disrespectful.

tl;dr do some research, try not to derail development, and respect the team. It's not hard.
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 21, 2016, 07:29:51 pm
Thanks for the constructive Reply

edit: i tried to look carefully several times to see when the layers fell off but before it gets beaten, i just don't see it... i will look into it again tomorrow
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 21, 2016, 07:51:51 pm
Thanks for the constructive Reply

edit: i tried to look carefully several times to see when the layers fell off but before it gets beaten, i just don't see it... i will look into it again tomorrow

Actually, you can't see them fall off in the battle itself as they don't. Seems like it was not implented in OoT that way.
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 21, 2016, 07:54:53 pm
Thanks for the constructive Reply

edit: i tried to look carefully several times to see when the layers fell off but before it gets beaten, i just don't see it... i will look into it again tomorrow

Actually, you can't see them fall off in the battle itself as they don't. Seems like it was not implented in OoT that way.

I should have specified that you can't see them physically fall off, but the Knuckle does lose some beef on it.

EDIT: There's really not much to look into. It doesn't have to SPECIFICALLY be like in the video. Just have a model fully armed, a little bit of armor off, and a bit more. That's it.
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 21, 2016, 11:32:03 pm
I think we may be confusing the Darknut with the Iron Knuckle, again.
To establish a point*, we are only looking at the Ocarina of Time rendition of the Iron Knuckle, so all of our facts should be based on that never conflict with the established facts about Iron Knuckles in that game.

However, and I can't believe I'm saying this... this project IS a fangame, which means, *GASP* the project leaders are allowed to incorporate theory if they so wish. If that means they want every Iron Knuckle to have a Gerudo driver, or to be animated by magic/ghosts/spirits, or to even be steampunky clockwork robots, then so be it. If they want the helmet to never come off, then apply the superglue.
But if the project leaders decide to change their minds later, the work can already be done for it so that new assets don't need to be created laaaaaater, but rather they can see what can be made with all the assets and tools up front. Just because there are sprites of helm-less Gerudo Iron Knuckles already does not mean "scrap it! We'll never need to use it", but rather "backlog it. We may or may not need it later".

And besides, this is a discussion board anyway. Perhaps what should have happened was a new topic be created for the discussion, development, and the submission of individual enemies?

*NOTE: projects change. That's a real-world thing, and it applies to projects like this too. The leaders can decide to incorporate other games' ideas into this game, or create a hybridization of other Zelda eras, if they want to.

-----

EDIT: Sorry, I had to vent a little bit. Please don't take the above 100% seriously, or personal, alright?
Just an idea that may or may not be accepted: You could have only one cutscene/character be a helmet-less Gerudo suiting up or something. Just one. That would by itself be enough to establish, without explicit dialogue, that all the Iron Knuckles in this game are really Gerudo.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 22, 2016, 01:13:43 am
Quote
Perhaps what should have happened was a new topic be created for the discussion, development, and the submission of individual enemies?

http://zfgc.com/forum/index.php?topic=39636.0

Quote
That would by itself be enough to establish, without explicit dialogue, that all the Iron Knuckles in this game are really Gerudo.

We don't want this.  As Dot Yue said in his first post, it doesn't make sense to have a Gerudo in the Water Temple.

In any case, SpritingBrad already made quite a fancy lookin' helmet so that shouldn't be too bad to incorporate.  Keep the Gerudo base on the side and we'll reuse it later for the Gerudo themselves.

EDIT: I'd also like to add that you guys are doing a fantastic job and the sprite looks great
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 22, 2016, 02:00:38 am
Keep the Gerudo base on the side and we'll reuse it later for the Gerudo themselves.

That sounds like I got to make a few more variations (on a theme) of Gerudos, huh?
So be it.
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 22, 2016, 02:44:41 am
I completely agree with you, Miles, and I appreciate your understanding a lot! It's a FAN game and we should have every amount of freedom to do what we want, right? Well, the thing is, I already stated this and I'd like to reiterate: I want to get basic functionality in the game first, and then maybe later we can think about making a Gerudo the driving force of the Iron Knuckles. However, I really don't believe in this theory: I truly believe they reused the model of Nabooru as a base to save on assets. Does that mean I get final say? No, not necessarily, but for now Steve and I do not want to implement this. I'm sorry, but you do not have final say. I think we've been extremely fair so far - only thing I really said no on was the first sprite of Tilo because it really didn't represent her well (I created Tilo).

And seriously? Do you guys really want to waste your breath on a Gerudo piloting an Iron Knuckle, or a game mechanic that is much more cool?

We have said this before, and I will say it again: this is a community project, yes, but it is still being led by a small amount of members to keep content under control. I don't know if you work as a developer in the real world, but one of the greatest problems in game development is having a "circlejerk of ideas". When we started this project, I was very much against having the entire community even input ideas because of this, but after some convincing from Steve and removing the gigantic stick up my ass, I decided fine, this might be fun. However, to compromise, we established staff for the project to review said ideas and have final approval. If you don't feel comfortable with this, well, sorry lol, but this is how we're working so we can actually get stuff done.

Before we established this system, we had a gigantic circlejerk for the first zone that lasted oh, probably a year because more voices == less agreements being made. And you're right: projects change.

Alright now that it's been said again, LET'S CONTINUE HAVING FUN! That's what it's about! You guys are our powerhouse of ideas and assets, and you're all amazingly talented. I love seeing the progress on this game :). Good job everyone.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 22, 2016, 03:17:55 am
Keep the Gerudo base on the side and we'll reuse it later for the Gerudo themselves.

That sounds like I got to make a few more variations (on a theme) of Gerudos, huh?
So be it.

You can hold off on that tight butthole.  We're a ways off from the Gerudo part of the game
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 22, 2016, 04:48:48 am
For the return to "Ontopic" as for to have Enemy Sprites, i made a Compilation of all what we have for the current Iron Knuckle so far

The First ones are the what i would consider done, by the point of discussion:

- Standing Side/Down
- Walking Down
- Swing Attack Down

Then there is an "almost done" i guess?

- Slam Attack

and under the red line are Parts (like Hands and Axes) and WIPs (like the Naked Knuckles which need a new Head)

from what i see and what i read here (http://zfgc.com/forum/index.php?topic=39636.0) there are for the knuckle following Animations/Sprites left:

- Idle Up
- Walking Side/Up
- Swing Attack Side/Up
- Slam Attack Down (Finishing)
- Slam Attack Side/Up
- Charge Attack Side/Down/Up
- Lightning Attack (< where does it come from? an axe swing/slam or extra?)
- Gets Hurt
- Naked Variations

- Black Variation
- Hammer for Black Variation


Well thats alot D: I'll go sleep now
Title: Iron Knuckles ARE Gerudo
Post by: SpritingBrad on April 22, 2016, 05:36:06 am
Have a look: https://www.youtube.com/watch?v=FquUiAHcNbw
the guy used cheats to see "inside" the enemies helmet to see if it was true, and it was. Even though the helmet didn´t come off ingame.

Now, while looking on iron knuckle videous I realized thet the swing we have is not accurate to the actual swing. Ours spins it, while the OoT one turne so one side and then with its right hand slashes TWICE. Have a look: https://www.youtube.com/watch?v=DBokaaRPco8

The walking animation is good though :3
Title: Re: Iron Knuckles ARE Gerudo
Post by: Miles07 on April 22, 2016, 06:41:22 am
Have a look: https://www.youtube.com/watch?v=DBokaaRPco8

Are we also going to include a "blocking" animation for the Iron Knuckle? Because they can block with their axes.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 22, 2016, 01:16:09 pm
Quote
Lightning Attack (< where does it come from? an axe swing/slam or extra?)

I don't think we ever established it.  We can reuse the axe swing animation to save some work.
Title: Re: Iron Knuckles ARE Gerudo
Post by: pxl_moon (dotyue) on April 22, 2016, 01:53:55 pm
Have a look: https://www.youtube.com/watch?v=FquUiAHcNbw
the guy used cheats to see "inside" the enemies helmet to see if it was true, and it was. Even though the helmet didn´t come off ingame.

Well, yeah? That's where the Screenshots i posted came from (the actual model) and what the latest Gerudo Head was based of.

But since the Leadership of the Game doesn't want that, it is now archived for (maybe) later use i guess...

also:
I want to get basic functionality in the game first, and then maybe later we can think about making a Gerudo the driving force of the Iron Knuckles. However, I really don't believe in this theory: I truly believe they reused the model of Nabooru as a base to save on assets.

that really can be! i mean, yes a gerudo iron knuckle looks cool, thats why i made it, but what does a gerudo warrior make in the water dungeon fully armed! thats like letting an enemy soldier walk the streets with a machine gun.

and:
Quote from:  Zelda Wiki
This is likely because the scene that follows the defeat of Nabooru as a Iron Knuckle shows her armor falling off, with a stunned expression on her face, and all Iron Knuckles use the same body model with slightly different outer armor. Though this head was removed from Ocarina of Time 3D, their body type is still present as it was in Ocarina of Time and Majora's Mask. In fact, the Gerudo body is more visible, allowing to clearly see the chest of a Gerudo when the armor falls off, something that seems to be deliberately done as the head was removed from the model.

So i think we make the "base" Iron Knuckle first and when thats done, they can make the mechanics and will be more open to suggestions on the Gerudo Side



Now, while looking on iron knuckle videous I realized thet the swing we have is not accurate to the actual swing. Ours spins it, while the OoT one turne so one side and then with its right hand slashes TWICE. Have a look: https://www.youtube.com/watch?v=DBokaaRPco8

The walking animation is good though :3

So w/o naked knuckle and attacks we have less than nothing :D


Quote
Lightning Attack (< where does it come from? an axe swing/slam or extra?)

I don't think we ever established it.  We can reuse the axe swing animation to save some work.

It says "A long range lightning attack similar to Agahnim's attack in lttp" i would suggest that she has some stance showing that she is about to attack an "heavy energy" attack (maybe shading her blue or giving lite bolt effects around the body) . when she swings after that there will be several "lightning balls" along the swing which the player can reflect.

just not as many as in "enter the gungeon" lol

if we redo the axe swing like brad suggested, we can reuse the old swing as the heavy lightning swing
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 22, 2016, 02:05:53 pm
Quote
i would suggest that she has some stance showing that she is about to attack an "heavy energy" attack (maybe shading her blue or giving lite bolt effects around the body) . when she swings after that there will be several "lightning balls" along the swing which the player can reflect.

Totes agree, an indication of some sort is definitely necessary.
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 22, 2016, 02:12:40 pm
Quote
Quote from: SpritingBrad on Today at 05:36:06 am
Have a look: https://www.youtube.com/watch?v=FquUiAHcNbw
the guy used cheats to see "inside" the enemies helmet to see if it was true, and it was. Even though the helmet didn´t come off ingame.

Well, yeah? That's where the Screenshots i posted came from (the actual model) and what the latest Gerudo Head was based of.

But since the Leadership of the Game doesn't want that, it is now archived for (maybe) later use i guess...

One day, you guys will understand development practices and just what lengths we will go to to save asset space, and that everything is not actually a conspiracy theory.

Also "Leadership of the Game" damn that sounds might official. Should we keep using that, Steve?
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 22, 2016, 02:41:32 pm
sounds like a good title to me, lmfao
Title: Re: KOT Enemy Sprite Topic
Post by: LorentzChronon on April 22, 2016, 03:27:29 pm
New series coming out called LOTG. The first installment:

LEADERSHIP OF THE GAME: Anti-Aliasing and the Search for the Subpixel
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 22, 2016, 06:14:46 pm
New series coming out called LOTG. The first installment:

LEADERSHIP OF THE GAME: Anti-Aliasing and the Search for the Subpixel

LEADERSHIP OF THE GAME: The Conspiracy of the Gerudo Iron Knuckles
Title: Iron knuckle new attack animation
Post by: SpritingBrad on April 22, 2016, 06:27:17 pm
I attempted a more accurate attack slash animation, I think it looks good, but it can be improved I think.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 22, 2016, 07:02:23 pm
Dude that's freakin' sexy.  The range is better as well!
Title: Re: KOT Enemy Sprite Topic
Post by: LorentzChronon on April 22, 2016, 07:07:20 pm
New series coming out called LOTG. The first installment:

LEADERSHIP OF THE GAME: Anti-Aliasing and the Search for the Subpixel

LEADERSHIP OF THE GAME: The Conspiracy of the Gerudo Iron Knuckles
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 22, 2016, 08:40:35 pm
[youtube]https://www.youtube.com/watch?v=KEOnC-a2DlY&feature=youtu.be/[youtube]
I knew that the iron knuckles loose their armour. It just wasn't in OoT but Majoras mask.
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 22, 2016, 10:30:25 pm
http://www.youtube.com/watch?v=KEOnC-a2DlY
I knew that the iron knuckles loose their armour. It just wasn't in OoT but Majoras mask.
The theory discussion could therefore change into "are the Iron Knuckles in Termina Gerudo? or ghosts (because of Ikana's curse)?" but let's stay away from that.

On topic: do we want to mimic Majora's Mask's Iron Knuckles, then, by using two stages in an Iron Knuckle battle? Or could that be used just for the sake of the Miniboss in the Zora region's dungeon?
Title: Re: KOT Enemy Sprite Topic
Post by: Starforsaken101 on April 22, 2016, 11:58:43 pm
[youtube]https://www.youtube.com/watch?v=KEOnC-a2DlY&feature=youtu.be/[youtube]
I knew that the iron knuckles loose their armour. It just wasn't in OoT but Majoras mask.

Thanks for confirming! Admittedly I just kinda grabbed a clip at work and hoped for the best.
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 23, 2016, 11:39:35 am
I think loosing the armour should be included, as this will give more variation to the battle.
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 23, 2016, 12:27:11 pm
I think loosing the armour should be included, as this will give more variation to the battle.

As seen here: http://zfgc.com/forum/index.php?topic=39636.0

Quote
This means that the charge mode (see below) is activated by the loss of their armor, not by damage taken.

its already established  >:D


Ontopic:
I'll view into improving the sideview, making the upview and new naked knuckles this evening

edit: i came earlier to do some spriting... introducing to you: proper sideview!

edit2: NOW i know why they don't want us to find out!!! ;-)

edit3: upside, the less sexy klunky head "Naked Knuckle" and the conspiracy team

note: the chopped horns and the undergarnment are a rendition from the MM video

edit4:
The Less Sexy Klunky Head NAKED KNUCKLE and the CONSPIRACY TEAM

sounds like some kind of band :P
Title: Iron knuckle Side attack animation
Post by: SpritingBrad on April 23, 2016, 10:13:10 pm
I gave this a shot! I think it looks good, what about you guys?
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 24, 2016, 05:20:25 am
As hard as it may seem...I think I can't help but mention it, even though it would require an interesting task.

I am of the opinion that the attack animations really need "motion blurs" on the axe-heads.

The sideways attack animation bring it to light that the motion is sketchy. I know Iron Knuckles are supposed to be strong, strong enough to lift their heavy axes. So why is it that they can swing it with relative ease based on where they are holding the pole/arm? Simple physics: it would be highly inefficient. And yes, it IS something that would look strange if the whole thing was animated right now.
Unless a visual cue was given that this axe is being swung with great force. Which, currently, it isn't.
So I have to suggest the "motion blur" effect in some of the animation frames. It would alleviate the problem.
Title: Iron Knuckle Axe Motion Blur
Post by: SpritingBrad on April 24, 2016, 02:17:40 pm
As hard as it may seem...I think I can't help but mention it, even though it would require an interesting task.

I am of the opinion that the attack animations really need "motion blurs" on the axe-heads.

The sideways attack animation bring it to light that the motion is sketchy. I know Iron Knuckles are supposed to be strong, strong enough to lift their heavy axes. So why is it that they can swing it with relative ease based on where they are holding the pole/arm? Simple physics: it would be highly inefficient. And yes, it IS something that would look strange if the whole thing was animated right now.
Unless a visual cue was given that this axe is being swung with great force. Which, currently, it isn't.
So I have to suggest the "motion blur" effect in some of the animation frames. It would alleviate the problem.
Hmm, like this?
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 24, 2016, 04:09:13 pm
I think this goes into the right direction but the "blur" itself should probably have a lower opacity in contrast to the axe, so that you can easier differentiate between blur and axe itself. Right now it looks more as if the axe evolves into a huge scythe. Maybe its also just me.
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 24, 2016, 04:24:40 pm
I think this goes into the right direction but the "blur" itself should probably have a lower opacity in contrast to the axe, so that you can easier differentiate between blur and axe itself. Right now it looks more as if the axe evolves into a huge scythe. Maybe its also just me.

it should be like with the lizalfos axe swing blur i think he means
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 24, 2016, 05:54:20 pm
OK, so I fixed the axe blur, and I also did the up slash, that do you think?
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on April 24, 2016, 06:13:37 pm
I personally liked the blur with the colouration of the axe more, as it seems more realisitc to me. I just meant that the structure of the axe itself should be more in the focus. So instead of a big blur, I meant a clearly visible axe with a blur behind it in the colour of the axe. But this version looks also pretty nice. Maybe you should wait for the other opinions to. Or what do you think? :)
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on April 24, 2016, 06:44:59 pm
I didn't have any problem reading the colored blur as the axe in motion- I think Link's sword swing is this way, right? That'd probably be a good reference for how Nintendo makes the motion blur of an attack work.

Also, it seems strange to me that the Iron Knuckle is swinging his head around with his attack. Like, usually when you swing a sword or baseball bat or whatever you look at what you're trying to hit, you don't just follow the end of the bald with your eyes. I think when Link attacks, he keeps his head forward in the direction he's attacking, right?

Anyway, overall this dude looks sweet, great job guys! Also, have we considered how the armor falling off will work? Is it like, every hit/magnetic glove use a piece falls off, which would probably be a lot of animations or piecing the enemy together from different objects or something, or are we gonna do like Majora's mask, where each hit you see an animation of some armor getting destroyed, but it all falls off at once, or in two stages? Probably good to lock that down, it looked like there were four or five armor stages back a while ago.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on April 24, 2016, 06:45:16 pm
Looks really nice!  My suggestion though (and I know this is a bit of a pain, so it's up to you if you want to do it) is to have the blur throughout most of the swing animation instead of just 2 frames.  Otherwise it's gonna look like a blip instead of a smooth blur
Title: Re: KOT Enemy Sprite Topic
Post by: pxl_moon (dotyue) on April 24, 2016, 07:19:32 pm
but it all falls off at once, or in two stages? Probably good to lock that down, it looked like there were four or five armor stages back a while ago.

since his helm won't fall off there are max. 3 Stages:

- Full Armor
- Chopped Horns
- Chopped Horns + Undergarment

in MM were Full and Chopped + Underg.

My new Version only had those two differences since the bulky head looks strange with the old body when there are no shoulderpads
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on April 24, 2016, 08:06:12 pm
Also, it seems strange to me that the Iron Knuckle is swinging his head around with his attack. Like, usually when you swing a sword or baseball bat or whatever you look at what you're trying to hit, you don't just follow the end of the bald with your eyes. I think when Link attacks, he keeps his head forward in the direction he's attacking, right?
Actually I inspired this from OoT, he turns his head and body to slash, so its not the same as with a sword, since it is way heavier and requiere much more strenght.
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on April 24, 2016, 10:46:34 pm
Did a little bit of research... I might have made a mistake.

I didn't have any problem reading the colored blur as the axe in motion- I think Link's sword swing is this way, right? That'd probably be a good reference for how Nintendo makes the motion blur of an attack work.

Also, it seems strange to me that the Iron Knuckle is swinging his head around with his attack. Like, usually when you swing a sword or baseball bat or whatever you look at what you're trying to hit, you don't just follow the end of the bald with your eyes. I think when Link attacks, he keeps his head forward in the direction he's attacking, right?

1. Yes, Link's sword does have a bit of a motion blur when he swings it. Also when he's using the Spin Blade technique. HOWEVER, as far as I have been able to observe, none of the large grunt enemies (Darknuts, Keatons, Moblins) use motion blurs for their attacks. In fact, only Link's sword swing has an effect even remotely resembling a motion blur, with the one exception (maybe) of the Darknut's stab-and-twist attack.

2. Well, kinda. See attached image. From the one angle we can tell (facing south), he actually seems to keep his eyes on his target. But he does turn his head.

My suggestion though (and I know this is a bit of a pain, so it's up to you if you want to do it) is to have the blur throughout most of the swing animation instead of just 2 frames.  Otherwise it's gonna look like a blip instead of a smooth blur

I'd suggest this, but then again, there is no motion blur found in a bunch of MC-styled foes. However, the Iron Knuckle's insta-kill-if-you-are-doing-a-3-heart-run axe attack can be made an exception. As a general animation rule of thumb, a one-frame motion blur is supposed to basically resemble a very fast motion since you have to flatten every tween into one frame. For the Iron Knuckle we want an attack that connotes more strength than speed, right? So if the motion blur were spread out to two, three, maybe four frames, that would do it.
Title: Geozard MC Style
Post by: SpritingBrad on May 14, 2016, 10:26:04 am
I attempted to do this guy! I thought it would be cool to have a stronger variant of the Zola in this game. This guy will be like a darknut (since in that segment of the game and area, there are no darknuts, so it could work as a variation), but without armor, and will sometimes shoot fireballs at you.
I animated the attack and walking animation, I think it looks pretty cool, and it would be a cool addition to the game.
I edited Leduardo´s and Koh´s attempt and I fused it with the Zola I did with Miles, so it looks like the normal Zola, but stronger.
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on May 14, 2016, 05:54:58 pm
I somehow dislike the idea of the armored version of the Geozard. I don't really know why, but it doesn't feel right. So in my personal opinion only an "unarmored" version should be used.

Regardless the sprites look really nice. However I think it's too plane and the green tone is not the right one (this is clearly influenced by my memory of the Geozard in the NDS Zelda games). Have you considered using the structures on the upper body and the green tones of those?

http://zeldawiki.org/Geozard
http://zeldawiki.org/Geozard_Chief
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on May 14, 2016, 06:41:48 pm
I think that we're coming up with a bunch of enemies that all use the MC Darknut body as a base, and we should probably move away from that.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on May 14, 2016, 09:54:04 pm
fyi, NPCs need to go through a submission and approval phase for their behavior, health etc before spriting them
Title: Igneus Arachnid, Volcanoraxus sprite
Post by: SpritingBrad on June 30, 2016, 10:33:39 pm
So I found Sinkin´s sprite attempt of the Volcanoraxus. It was a little rough, So I cleaned it and animated it! I also did the back view.
So this boss still needs the side view (I only did the head, the body is harder) and all the attack animations. It is never specified if it has a weak spot of how you battle it with the bomb cannon. Do you just shoot it with bombs until it dies? Seams too easy for the third in-game boss.
Maybe I´m missing something, could you guys clarify this for me?
The lava will be animated, so it is best to have an animated layed for it instead of putting ALL the animated bits to the lava onto the body.

Anyways, I post this on the enemy sprite topic because I´m too lazy to make another one :P

What do you think? I added Sinkin´s original sprite on the sheet too.
Title: Volcanoraxus update
Post by: SpritingBrad on July 01, 2016, 12:51:27 pm
So I made the attack animations of both the top and down views.
The only one left is the side view.
Title: Re: KOT Enemy Sprite Topic
Post by: Sinkin on July 01, 2016, 05:21:13 pm
Oh wow, that one is really old haha. Can't believe that's from 2012, I'm getting old. I did a quick rework of it, only the head though. I think I went a bit too far with it, but I might continue on it buuuut here it is.

EDIT: Oh also, head is still a little bit rough, so I will get into that later if have more time to spend on it.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on July 01, 2016, 05:35:18 pm
Oh wow, that one is really old haha. Can't believe that's from 2012, I'm getting old. I did a quick rework of it, only the head though. I think I went a bit too far with it, but I might continue on it buuuut here it is.

EDIT: Oh also, head is still a little bit rough, so I will get into that later if have more time to spend on it.

DUDE THAT HEAD IS HUGE! XD

The other one looks like his baby, maybe it can have little babies that come at you? hmm
Title: Re: KOT Enemy Sprite Topic
Post by: 4ndaKava on July 01, 2016, 06:27:53 pm
I like that idea. The small ones could be spreaded inside the dungeon and maybe also hatch from eggs duringe the boss fight? and  the "mother" would be the dungeon boss than.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on July 01, 2016, 07:07:28 pm
I like that idea. The small ones could be spreaded inside the dungeon and maybe also hatch from eggs duringe the boss fight? and  the "mother" would be the dungeon boss than.

Maybe the size of a tektite or a bit larger
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on July 01, 2016, 07:08:02 pm
Sounds a lot like Gohma. (Thinking of Inside the Deku Tree from OoT, for example.)
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on July 01, 2016, 07:16:15 pm
Sounds a lot like Gohma. (Thinking of Inside the Deku Tree from OoT, for example.)

And Armoghoma, in Twilight Princess

Edit: I did the body :3 Still needs some work though
Edit 2: I added spikes to the abdomen
Title: Volcanoraxus with legs and back view
Post by: SpritingBrad on July 27, 2016, 11:35:53 am
I´m finally back from Australia!
I quickly made the legs for the volcanoraxus, I think they look great.
I also made the back view plus the side view head, which I´m really happy with how it turned out.
tell me what you think of them and if they fit with the overall body. If you think they are OK I will start to animate it.
Title: Volcanoraxus new animations
Post by: SpritingBrad on July 27, 2016, 05:39:50 pm
I made new animations for the volcanoraxus, most importantly the walking animation, fire spray, biting etc...
I need help with the side view of the volcanoraxus, and the animations of the back view needs to be done still.
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on July 27, 2016, 11:20:02 pm
Maybe you could have it where the "Fire Spray" animation has its eyes flashing red (like fire)? That would give it a good effect.
Loving the anims, Brad!
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on July 27, 2016, 11:40:03 pm
Maybe you could have it where the "Fire Spray" animation has its eyes flashing red (like fire)? That would give it a good effect.
Loving the anims, Brad!

Cool idea Miles!

So I was thinking about how the battle will go.
When you enter the room, the volcanoraxus falls of the ceiling just in front of link, showning the name on screen and the battle music play.
Volcanoraxus will have a rock armour on its abdomen (it needs to be sprited) protecting a gem which is its weakspot. To destroy the armor you must first shoot the volcanoraxus on his face to stun it and then quickly shoot the back to break part of the armor. Small rock spiders spawn frequently to hurt and distract Link, plus the Volcanoraxus' attacks.
After hitting the abdomen 3 times with bombs, the gem is revealed, now allowing you to hurt it. Like before, you must shoot its face, but spiders spawn more frequently, and the Volcanoraxus' attacks are much faster. After three hits, the volcanoraxus will be defeated.

What do you think on how the battle will go? I think with the small spiders and the variety of attacks from the volcanoraxus it will be quite challenging, specially since you have to stand in front of it in order to shoot its face, and it can bite you, shoot fire or a carbon web, ram you, jump on you, toss you from one side of the room to the other...
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on July 28, 2016, 05:03:07 pm
Looks awesome, Brad! One thing you might consider is having him use his legs to push himself up when he rears back, it looks like he's pulling his neck back now and he doesn't have a neck? It'll probably work fine as is, but a detail to consider. I really like the details on the legs, by the way.

Also, we might not need side facing directions. There have been many Zelda bosses that only face down, we could have this guy just face up or down, and scuttle sideways like a crab. It looks like scuttling sideways is how his legs are animated anyway.

For the battle flow, I think you mean have the weak spot on his thorax, not abdomen. The abdomen is his middle, the thorax is his butt.

One idea I have that might be cool to work in, is to have carbonites in the room comma and you need to activate them so they roll and hit volcanoraxus to stun him. They would also be capable of cleaning out the small spiders.

There might also be some clusters of bomb flowers growing around the battlefield, and detonating them when the boss is near could also stun him to let you run around and get to his thorax.

My main concern with the battle is that between the small spiders, burning carbon web, and the boss itself, it might get difficult to move to dodge his attacks, allowing the player to be easily overwhelmed. It's probably a good idea to keep the small spiders to a minimum, two or three, to avoid that. And to have a large battlefield.

Anyway, you're doing a great job, Brad : )
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on July 31, 2016, 06:48:35 pm
Is the sheet for the lizalfos in here? I cant seem to find it xD
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on July 31, 2016, 07:22:44 pm
Looks awesome, Brad! One thing you might consider is having him use his legs to push himself up when he rears back, it looks like he's pulling his neck back now and he doesn't have a neck? It'll probably work fine as is, but a detail to consider. I really like the details on the legs, by the way.

Also, we might not need side facing directions. There have been many Zelda bosses that only face down, we could have this guy just face up or down, and scuttle sideways like a crab. It looks like scuttling sideways is how his legs are animated anyway.

For the battle flow, I think you mean have the weak spot on his thorax, not abdomen. The abdomen is his middle, the thorax is his butt.

One idea I have that might be cool to work in, is to have carbonites in the room comma and you need to activate them so they roll and hit volcanoraxus to stun him. They would also be capable of cleaning out the small spiders.

There might also be some clusters of bomb flowers growing around the battlefield, and detonating them when the boss is near could also stun him to let you run around and get to his thorax.

My main concern with the battle is that between the small spiders, burning carbon web, and the boss itself, it might get difficult to move to dodge his attacks, allowing the player to be easily overwhelmed. It's probably a good idea to keep the small spiders to a minimum, two or three, to avoid that. And to have a large battlefield.

Anyway, you're doing a great job, Brad : )

No side facing direction? Thank you! that takes a lot of work away! ^-^
I don´t think that having carbonites in the boss room will be a good idea, but if we decide to go that route, we can have them roll around the room (The carbonites are supposed to keep rolling until they hit an obstacle, then they can turn to any direction they desire. So they would be rolling from wall to wall.)
I like the idea of having bomb flowers in the boss room, will add them to the boss room when I map it.


Is the sheet for the lizalfos in here? I cant seem to find it xD

Yup, I posted it on one of the early pages of this post. But here it is anyways ;)

Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 01, 2016, 04:52:17 am
mile grazie! :)
Title: Poes (and Juan the Thieving Poe)
Post by: SpritingBrad on August 03, 2016, 03:48:02 pm
I attempted to sprite these guys! I tried to keep as true to the original Wind Waker design. I made all the colour variations found in WW. I believe they can be improved, but that is as good as I can do :P (spriting this was really a pain XD I just couldn´t get the body and mask right!)
Title: Re: KOT Enemy Sprite Topic
Post by: Max. on August 05, 2016, 10:02:08 pm
Didn't we already sprite the Poes at one point? For some reason I remember we had a Poe sprite, maybe it was for Juan the poe, or maybe I just saw somebody had made them independently and I'm mixing it up, lol. Does anyone else remember seeing those before I spend a ton of time looking for something I'm just imagining?
Title: Re: KOT Enemy Sprite Topic
Post by: Sinkin on August 05, 2016, 10:57:31 pm
Didn't we already sprite the Poes at one point? For some reason I remember we had a Poe sprite, maybe it was for Juan the poe, or maybe I just saw somebody had made them independently and I'm mixing it up, lol. Does anyone else remember seeing those before I spend a ton of time looking for something I'm just imagining?
I think you reffer to the one I a couple of years back? If had it on this computer I would've attached it but I guess it may be somewhere on this site.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 06, 2016, 02:16:14 pm
Didn't we already sprite the Poes at one point? For some reason I remember we had a Poe sprite, maybe it was for Juan the poe, or maybe I just saw somebody had made them independently and I'm mixing it up, lol. Does anyone else remember seeing those before I spend a ton of time looking for something I'm just imagining?
I think you reffer to the one I a couple of years back? If had it on this computer I would've attached it but I guess it may be somewhere on this site.

But that one only had the front view, and that´s it. It looked good, but It didn´t look like the WW ones IMO (but, I´m just judging by memory)
Title: Re: KOT Enemy Sprite Topic
Post by: Sinkin on August 06, 2016, 05:42:47 pm
Found it.
Title: Re: KOT Enemy Sprite Topic
Post by: Miles07 on August 07, 2016, 06:16:11 am
Looks more like a Stal-Poe...
Title: Re: KOT Enemy Sprite Topic
Post by: Sinkin on August 07, 2016, 01:14:16 pm
Looks more like a Stal-Poe...
It's a mix between the two. The sprite is based on the old artwork for KoT, but if there is a new piece of artwork that's been approved then we'll go with that.
Title: Re: KOT Enemy Sprite Topic
Post by: SpritingBrad on August 07, 2016, 01:55:54 pm
Looks more like a Stal-Poe...
It's a mix between the two. The sprite is based on the old artwork for KoT, but if there is a new piece of artwork that's been approved then we'll go with that.

Actually, there is. http://wiki.zfgc.com/images/e/e0/Juan.png
That is Juan the thieving poe's artwork. BUT, the poe's are the same but with a lantern.
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 08, 2016, 02:49:05 am
I think the lizafos sheet is missing its walking animation?  Noticed it while breaking it into a sheet today.

EDIT: Nevermind I'm just !@#$% retarded :)
Title: Poe sprite [Improved]
Post by: SpritingBrad on August 12, 2016, 07:14:35 pm
I worked on this sprite and NOW it looks like a Poe!
I made a colour variation for Juan, giving him a black body to resemble more the artwork, and put a small patch on the side.
Anyways, what do you think? Its very hard to put detail on small sprites, but I think this one turned out fantastic! (and the side view of the mask looks good too.)
Title: Poe sprite FINISHED
Post by: SpritingBrad on August 14, 2016, 07:37:30 pm
I finished this one!
I made all four views plus the colour variations, putting an end to this sheet :3
Title: Re: KOT Enemy Sprite Topic
Post by: MG-Zero on August 17, 2016, 12:49:32 am
Oh that is actually awesome :) I'll try and shove these into the next release

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