ZFGC
Resources => Graphics Requests/Archive => Graphics => OoA/S & LA => Topic started by: Jeod on September 08, 2010, 01:09:54 am
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(http://img193.imageshack.us/img193/4730/dekuidle1.png)
Can anyone help me? I'm new to this. If you can't tell, that's supposed to be Deku Link. ::)
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It's not bad, I like how it looks. Although the black part on the eyes sometimes look like he's wearing a mask, but if you look at it as Deku Link, it does look like the dark indent on his face that makes his nose stick out.
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It feels way more limited when you make it because of the palette and the added fact that Deku Link is supposed to be smaller than the normal Link. Glad it turned out somewhat ok, thanks! But what can I do to make it better?
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Bump! I would still appreciate some feedback! I want to make it better.
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If you want more C+C you need to make more. This is just 1 frame in the walking animation. I suggest you make all the frames for standing still and walking in the directions down, up and left.
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I'm using a better palette thanks to King Tetiro. Here's the walking animation! Also WIP is a sheet. Let me be sure I have all the animations I need:
Idle x4
Walking x4
Spinning x4
Shield x4
Flying x4
No Energy x4 (Flying timer is up)
Spinning into Flower x1
Popping out of Flower x1
Bubble Magic x4
Trumpets Idle x1
Trumpets Playing x1
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I know I'm posting a lot, and I apologize for it. But I did a side view! I think this is where the C+C comes in.
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Another attempt. I think this Deku is the best one I've made thus far!
(http://img718.imageshack.us/img718/4730/dekuidle1.png)
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There are way too many colors in that sprite. You're using seven colors when NPCS generally only have two. It only makes it look muddy and lack any sort of contrast, not to mention it's far too tall. I would go back to the original sprite and work from there. It's much closer to the actual style. :)
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Actually sprites usually are limited to four colors. I made a recolor to reflect that and added in a hat for Deku Link. But IMO it still doesn't resemble him. And yes, I know he should be smaller. But how much smaller can you get in gbc style without the sprite being TOO small?
(http://t2.gstatic.com/images?q=tbn:EtGKpXkrtVZVCM:http://www.zeldawiki.org/images/thumb/9/90/Deku_Link_3D.png/150px-Deku_Link_3D.png)
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No, sprites are not limited to four colors. All NPCs have two colors, one of them being a white. [Excluding black.] The only time this rule is broken is when the NPC is holding something of importance [i.e. a worker with a shovel, elder of the Zoras with his cane] or is a larger the normal sprite [i.e. a boss, King Zora.] That being said, there are only a handful of bosses that even break the two color rule, and it's generally because they are holding something.
Your updated sprite still has five colors. Two browns, two greens and an orange for the eyes. I feel like you aren't grasping GB style quite yet. The perspective of the sprite is off. His head should be at least two pixels lower, which would also begin to solve your height problem. You can argue all you want about GB style being small, but you said yourself in your first post that Deku Link needs to be shorter than regular Link, and as of right now, it's two pixels TALLER than him.
Start off editing NPCs before you create your own so you can begin to get a feel for how things should be colored and proper ways to make shadows with only black, white and a color. GB is a very simplistic style, but is hard to recreate because of all the restrictions. If I were you, I would edit on of the sprites of the children playing ball to find the proper height for Deku Link.
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This is how I learn SC. By throwing up what I make and getting comments on them. I lowered the head two pixels and also removed some extra color. He now has black, green, orange, and brown.
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If you are making a traditionally styled GB game, then these are the colors you should use: green, white and black. And when I say green, I mean the used for Link. If you want to push it, you can use yellow for the wood color and then make the hat green, although I think it's unnecessary. If you do that, you should only use green and white for the hat, not green and a lighter green.
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This Deku isn't really Link. It's one of the guards at the palace. I switched the colors around as you instructed, however I still think the previous version looks better. Maybe I should put it in a mockup?
EDIT: Here are the two versions set against a forest map I'll be using:
(http://img375.imageshack.us/img375/79/whichdeku.png)
Either:
1 - Albino Deku
2 - Hispanic Deku
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I'm never going to get anything done if I try to please everyone. So I decided to go with the darker colored deku. Here's the front view and the behind view.
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Here's a little example I made quickly. He's one pixel shorter than regular Link and is using the proper colors.
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Hey, that's not bad! My only complaint is that the face looks more like a skull than a deku.
EDIT: I did some work on the face. Can I use these? (There's still a ton more animations to make for him, so it's not like you did the whole thing yourself. I can still learn from it!)
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Made a flying animation from your base, SC. How's it look? The petal colors are a bit dark, but there's no lighter pink on the palette I'm using. (I am using real colors, from the options on VBA)
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That looks good IMO. It's good to see you're taking advice from SC, he's a master of GB style.
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It's a good idea to walk away for a few hours and come back to take another look. I now feel his body is too big compared to the other animations. Thoughts?
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I think SC's face looks better. Because it has the sadness that Deku Link seems to display. My advice from a programmers perspective. I would separate the pedals from Deku Link in the final spritesheet. It would allow for some more advanced animations.
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Hey Niek, I could change that back for Deku Link, yeah. But not all Deku are sad. I think my edited guard Deku has a more fitting face for his role. What do you mean by more advanced animations?
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It isn't actually more advanced animations, but independent animations. In MM the speed of the rotating pedals depends on the momentum of Deku Links flying. When Link is hovering at place the pedals rotate slower and when Link is moving the pedals go fast. When Stopping and starting flying the pedals gradually decrease and increase in speed. The animation and sprite of Deku Link depends on what the input (keys/buttons) from the user is. Flying, starting and stopping in 3 directions.
If you separate the pedals from Link you can make a great number of permutations with a few sprites and not have to make all the permutations of the combined sprites.
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Oh I get you now! Great idea, and I'm pretty sure I can add that easily. Hey SC, how would you draw the side view for the flower? I'm trying a lot of different ways and I'm still not satisfied with it.
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Here's my best version. Yea or nay?
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I would think that the petals would look the same from any angle.
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I would think that the petals would look the same from any angle.
You mean just rotate the petals 90 degrees? Somehow I don't think that will look right.
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No he means, that you probably can use the same sprites for the pedals that you use for the down facing. Thus one set of pedal sprites for down, left and up. It is that facing left, just uses one.
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Hm, nice idea. I'll give it a shot when I finish my classes. (2 hours straight, same room...damn)
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Here you go! It looks a bit odd to me though.
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NIce!
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I made these ages and ages ago, they might help. They are in custom colours but there is a version under that uses only black, creme and green.
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um...What's up with all the static in your image?
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That's a screenshot taken in ZQuest. I think it's to reduce the file size by not creating blank tiles in unused space.
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That's a screenshot taken in ZQuest. I think it's to reduce the file size by not creating blank tiles in unused space.
D: that's odd to me... I don't know compression methods too well, but I thought blank space usually compressed to nearly nothing :s
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All I know is that in the old versions of ZQ, there wasn't any static. And for each new page of tiles the filesize would get bigger even if the page was blank or mostly blank. I assume it's because each tile was the same colour-depth, even if it was left blank. So in the new versions (and this is just my guess) it only saves individual tiles that are in use, instead of saving the whole page.
This is to reduce the filesize of the game, obviously, not the filesize of the screenshots.
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Ah yeah that makes a bit more sense I guess. Just poor programming on ZQ's part :p
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Ah yeah that makes a bit more sense I guess. Just poor programming on ZQ's part :p
Heh, yeah the program is quite bloated and built on a 10 year old codebase, but the current developers do a great job with what they've been given. The next release is going to be a full overhaul, and with it you'll be able to make just about any kind of game you can think of, with minimal coding needed on your part.