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Messages - fictionaldogs

Pages: [1] 2
1
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: January 27, 2016, 07:17:24 pm »
Thanks Majora.

I suppose the logs were just me being lazy and flipping the vertical one. I'll make sure it gets fixed in the future. Meanwhile, since I'm posting, I might as well include the latest version with some minor fixes here and there.


Haven't really been as active as I probably should be :)

2
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: January 05, 2016, 05:42:07 pm »
Thank you guys.

I agree that the perspective is a bit off. It is possible to build a cathedral from the house tiles though, that is what the corner tiles are there for. I was just messing around with the front and the rest sort of required a different perspective since I drew a wide, triangular entrance. I'll fix it at some point when I'm at home :)

3
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: January 04, 2016, 05:20:07 am »
Bunch of small editing, and some new stuff

4
Graphics Requests/Archive / Re: [Solved] MC styled Bow Wow and Marin
« on: January 01, 2016, 09:28:30 pm »
Well, seeing as that is supposed to be a dog...

http://www.spriters-resource.com/game_boy_advance/thelegendofzeldatheminishcap/sheet/6400/

Is it really though? It looks like it might be a fox to me. The shape of the tail with the black finish, the cheeks and the head looks much more like a fox than any dog I have ever seen. I'm not familiar with Minish Cap's style, I don't think I've ever drawn in it, so I won't even bother attempting to make it. Good luck tho :)

5
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: January 01, 2016, 12:38:35 am »
I like Link's sprite a lot. Looking forward to see the other directions!

I'm no animator, nor do I have a lot of experience drawing sideviews, but here is what he currently looks like


Note that the colours are wrong for him in that picture...

For fun, here's a closeup on an older version of the Link sprite

Looks way better after it healed ;)

Edit: Might as well post the current set again, since I've worked on it more since the last post

6
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: December 31, 2015, 11:56:17 am »
Hey Shane,

The trees are suffering from the lack of a proper third Green colour. I may try to shade them a bit  on the bottom with the dark grey that is already part of them, though. Thanks for your input, much appreciated!

Edit: I have already drawn so much with the current palette, which is why I'm trying to avoid adding more colours unless absolutely necessary. Once a new one is added, it takes away quite a bit from the already drawn pieces in less colours. I hope that makes some sort of sense.

Edit2: If you ever feel like discussing art in general further, you are more than welcome to sign up and bother me on iScribble.net(a client for interactive drawing and chatting in real time) which I moderate in my spare time, and am usually online on. http://www.iscribble.net/gallery/user_Jonathan.html < Is me

Edit3: Added two well variations, more fences, triforce emblem, fixed torches

7
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: December 31, 2015, 10:42:13 am »
I haven't forgotten about this!

I've not really been drawing in the past 2 weeks, but I did most definitely not forget about the pixel stuff, so here is a very small update on how things are looking at the moment. May or may not push out some other things soon...


8
Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: October 23, 2015, 07:00:09 pm »
I can't believe you have been at this for 6+ years and still going so strong, it's sick dude. Loving your enthusiasm! I sincerely hope it doesn't turn into another Shadowgazer thing

9
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: October 23, 2015, 01:59:09 am »
All diagonals have been added, but I have not been able to make it tile vertically very well without having to add new parts with the black removed. Here's what one can build by adding more layers:

Left is old(6 tile), right is new(12 tiles)

Better? Worse? Worth it? Not worth it?

10
Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: October 22, 2015, 08:33:05 pm »
Those are called Talking Timbers. They'd spit out a bmob as a defense mechanism, but also if you dashed into them. Sometimes they'd talk to you after you dash into them, and provide you with random information. Or spit out another bomb...

11
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: October 22, 2015, 12:41:04 am »
Decided to make new cliff/hill tiles for this little project, since the other ones aren't all that interesting to look at. Here is what they currently look like:

I tried to keep it in a more LttP perspective, rather than flipping a single one around, but unfortunately they don't stack very well. At least not yet, so it is currently only possible to have one layer, and I have not gotten around to adding the diagonals for the back and sides, but I'll see about that tomorrow, if not tonight. You'll have to forgive me for not having created a dirt texture, so the mockup only has a flat brown

12
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: October 20, 2015, 09:44:22 am »
Things are starting to tile together pretty nicely. Here's the newest additions(stole the treetrunk idea from a KoT topic where I posted it as an example, which I proceeded to clean up for use in this set):

Original post updated.

13
Graphics / Re: fictionaldog's original sprites, tiles and more!
« on: October 19, 2015, 09:07:14 pm »
Woke up rather late today, and decided to work more on the current trees:

14
Graphics / Re: fictionaldog's original sprites, tiles and more!
« on: October 19, 2015, 03:46:29 am »
Hey Darklink! Thanks for the feedback dude. I have noticed the issue with the brown, myself. I ended up having to add an extra colour just for the sand, which was a real shame, as the others were too contrasted. I'll see if I can't adjust all of the levels in photoshop or something eventually.
As for the trees, yeah I see what you mean, haha! I'll have to add bigger ones afterwards. I kind of had Link's Awakening in my head when I drew them, but it completely slipped my mind that my Link sprite is 16x24 rather than 16x16, so it just sorta happened. I'll keep them in there and come up with 64x64 ones or so in the future. Thanks again, bro :)

Edit: I went ahead and did a quick re-colour to more satisfying browns on the tileset in the original post. The sprites and HUDs still use the old colour palette as there are stray colours here and there in them..

Edit 2: Aight, I went ahead and started the bigger trees. Haven't gotten around to fixing the vertical tiling yet, only the horizontal one. Any opinions?

Perhaps a bit too LttP with the 2px outline? Though, I did do the same on my houses...

15
Graphics / Re: fictionaldog's original sprites, tiles and more!
« on: October 19, 2015, 02:30:47 am »
Hey thanks Max! Glad somebody appreciates the work I am putting myself through, haha...

Here's how the trees tile without some of the empty green-ness in-between. I also changed some blacks to a darker grey here and there, and made the spacing between the trunks 2px rather than 4px. The 2px black/grey lines are because the tree is 32px wide, with black on both ends, so it's difficult to avoid(Its symmetrical in true Zelda spirit, and everything is outlined as a way of defining this specific style):
v1
v2
v3(current)

Since the trees kinda bother me at the moment, I decided to add two frames to my Link. I am by no means an animator, though. This has to be the first animation of any kind I've done in the past 10+ years!

16
Graphics / Re: fictionaldog's original sprites, tiles and more!
« on: October 18, 2015, 09:28:25 pm »
In the process of making tileable(?) trees...

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Graphics / Re: fictionaldog's original sprites, tiles and more!
« on: October 17, 2015, 11:15:46 pm »
Fixed and added some more things. Current mockup with Link coming out of a mandatory water dungeon/temple:



Original post updated with up to date tiles, sprites and HUD...

18
Graphics / Re: Random Zelda art, original style?
« on: October 15, 2015, 03:49:31 pm »
Everything has undergone some minor fixes again, and some things have been added, so here's a new mockup with some slight updates:



As per usual, original post has been updated...

19
Graphics / Re: Random Zelda art, original style?
« on: October 12, 2015, 08:03:15 pm »
Started some desert tiles, which was simpler than I'd have thought to make. Also went ahead and worked more on the houses, so they tile really well, and I hope the simple ALttP solution with adding a stake in each corner does the job of conveying a less empty feeling, since I'm not sure how I'd go about texturing it without having it look too much like Minish Cap. Had to add another colour :(

Current OLD version:

20
Graphics / Re: Random Zelda art, original style?
« on: October 12, 2015, 04:06:24 am »
Hello again!

Thank you for the kind posts, I'll see what I can do about everything...

@Shane
Yeah, I'll see what I can do about the HUD. It is really bothering me, because I want to keep it minimalistic, but since I detailed the sprites(I really want them to pop out of the background) I kind of locked myself into a bad situation, eh? Normally pixel art games are opposite to this, and have more detailed backgrounds with less detailed sprites, but I decided to go the other way(it'll be a !@#$% to animate). The Link is a really, really old design of mine, and I have a verson of him with less colours tattood on my arm, actually.

@Donotfeedthemax
Yeah, I haven't gotten around to texturing the houses yet, so they're really bland. I think this is even less detailed than ALttP, haha... I messed up when I drew the houses, since I can only tile them horizontally now, and I really didn't want to bother. since it's so late I just know I'll mess them up! I'll see about texturing the roofs tomorrow or so, or when I have time.

@Kren
The HUD is not anti-aliased at all. It is made out of single colours. I think I might ditch the bomb/arrow/key counter, and definitely the green and blue circles. They are 16x16 shapes, which is the same size as the item sprites(imagine placing a bomb over a circle, it'd just hide the circle completely!) All tiles are going to be recoloured at some point to allow for more variety(grey to brown, blue, red etc) in order to allow myself to be lazy and have them function for different areas, rather than drawing new tiles. It's a bit of a hassle though, because I haven't added a single colour yet, though I was really close to adding a lighter green, since the lightest greenish shade I have right now is a pure yellow - see (badly drawn)bushes. I do indeed intend on having the ground bricks be brown, too(see bushes again). As for the question regarding Arne's palette; No, I don't think I have ever used a premade palette. I chose all colours by eye, which actually do set me back a lot of the times since I never think all colours through. For example, right now I have a colour that acts as a dark purple, dark green and dark blue, and if I change it to a brighter blue, which I'd really like, it would mess up the greens and purples :( I'll have to see about tweaking all of the colours in photoshop or something...

Phew, that's a long message. Thanks for the kind replies guys! :)

Don't mind the shitty Zelda, I just threw her in there for fun

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