Poll: Should characters have floaty arms?
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Sprites Inc Rumble
#1
I stole this idea and base sprites from soviet The idea is similar to Soviet's. "Smash bros with simpler controls"

(10-06-2012, 03:21 PM)sovietcommando Wrote: The more I put off posting this...

So I had this brief idea for a simple game using simple sprites. Essentially a Super smash bros style game but originally with a simpler controls.

Note the emphasis of the head (chibi) and oversized/chibi weapons. I was hoping for a simple to create sheet that would fit most humanoid characters.

Originally each character is limited to the basic movements (running, jumping, crouching), one attack (melee attacks dealt more damage at a cost of range ability), and one special ability (mostly as a utility or support).

For example, Solid Snake (MS1) would have a SOCOM and a cloaking ability (crouches into a box and becomes invisible for 30(?) seconds). Solid Snake (MGS4) would have a stun knife and a cloaking ability (his octo-camo turns him invisible for 30(?) seconds.)

Of course, this wasn't to be as I ran into issues like "What if [character] had multiple signature moves" or "What if [character]'s ability was too overpowered."

Problem came up when I was reading up on Hazama to determine signature moves. Of course I've never played BlazBlue so I honestly don't know.

Eh, I'm not really sure how this'll really turn out as I can't really playtest it. :\ It obviously sounds great in my head, but realistically I can't really say.

While I do have Megaman characters up there as examples, I'm actually aiming towards other characters from other games.

[Old]Brief list of characters and abilities:
Solid Snake (MGS1): SOCOM + "Cloak"
Solid Snake (MGS4): Stunknife + "Cloak"
Rock: Buster + Slide
Blues: Buster + Shield (must manually switch; slight delay)
Forte: Buster + Dash
Zero (canon MMZ): Z-saber + Buster Pistol (switch)
Zero (AU MMZ): Z-saber + grab (and throw)
Nightmare (Soul calibur): Soul Edge + HP Drain
Guts (Berserk): Dragonslayer + Berserk mode (Invinicibility for 15(?) seconds)
Trigger (MML): Buster + Lock-on (limited scan range)

The new mechanic allows for a greater number of attacks, but makes working with characters that have a limited set of abilities. Perhaps I should add tiers of characters?

Currently I'm not focusing much on this project as I'm working on something else.

Things that would need to be sprited:
Running
Jumping
Standing
Crouching
Gethits
Standing Normal attack
Standing Special attack
Jumping attack
Crouching attack
Here is Soviet's base.
[Image: attachment.php?aid=80]
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#2
Hm, outsourcing. That's not a bad idea.

The simplicity of the sheet was theoretically designed to make production easier. Just create the initial standing frame, then superimpose features onto the sheet. This is why the most detailed part is the head.

   

[Sword strikes?]
1) Standard overhead slash.
2) Overhead stab [into the ground].

Admittedly, I'm sort of regretting the artistic choice behind the arms as the size of the head severely restricts their movement, forcing them to have rubber-like elastic arms.

The only other choice I can come up with is the Rayman/Madness-Combat-style disembodied hands.
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#3
(26-06-2012, 01:58 AM)Karasai Wrote: "Smash bros with simpler controls"

How is this a thing?

Also let's not just use one solid base for this, game look hella bland then.
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#4
(26-06-2012, 06:09 PM)Kairags Wrote: How is this a thing?

Also let's not just use one solid base for this, game look hella bland then.

The game would only have like 4 attacks, standing special and normal, then jumping and crouching attacks

Also I've abused the base sprited a few characters, and im going to admit it's a bit bland
[Image: 60bd642a758bfab68a37fa149bcc23b2-d552okt.png]

how should the sprites look?
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#5
(26-06-2012, 06:09 PM)Kairags Wrote:
(26-06-2012, 01:58 AM)Karasai Wrote: "Smash bros with simpler controls"

How is this a thing?

Also let's not just use one solid base for this, game look hella bland then.

Then use the sheet as a guide to what your sheet should resemble (porportions, frames, etc).


Also, I redrew some characters with the rayman-style hands and they look okay. It is definitely an improvement to the old arms. (No scanner available; no sprites made yet)

Edit: Turns out I had used this concept for one of my now-defunct game idea. (Some space mining type game)

Sprite dump:
   

Note: weapons seen here were ported to the RP; they actually originated from an older defunct game. Neither games were posted in the ideas subforum in the old forum.

Karasai Wrote:how should the sprites look?

As stated before, most of the detail is focused on the head. You can add armor bits and otehr things, but in relation to the head they are pretty small and less detailed.

Originally, I opted for simple colors (NES) but later went for a bit more. Palette was taken from Kirby GBA/DS games. (Amazing Mirror and the like)

Example sprites:
   

Snake and Hazama represents the more detailed version of how the sprite should look like; Megaman represents the simpler style.
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#6
*shoves Karasia* LEMME DO ME!
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#7
Is that Hazama?

...

Goddammit SC you just gave me a boner.

I'll give this a shot, I s'pose.
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#8
Go ahead, continue with Hazama if you want. I figure if there's anyone who know more about Hazama than I do, you would be the best candidate.

Or create a different character.

Or even make an original character.
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#9
I dont follow. Are the characters inc members, or are we spriting official characters?
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#10
Any character you want.
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#11
Soviet are you going to take part in this?
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#12
I'm the creator of the project and sprite sheet; of course I'm taking part.

Except, I'll be focused on other things more. I will provide insight for those partakening in this project.

Edit:
That isn't the real reason why I'm joining in. The prospect of having this project become a community thing is making it more appealing than before.
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#13
This is what I have for Travis Yamato
[Image: dbc33bf477512ad3b80b57a652da0ea7-d557m32.png]
Travis will "morph" between his negative and normal side in gethits, attacks and the stance.

Also, the characters should all have custom stances, so it wont look lazy or whatever
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#14
does it have to be 8bitish? Is what I have started alright?
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#15
It doesnt have to be 8bit, im just lazy to include shading now
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#16
(27-06-2012, 08:05 PM)Karasai Wrote: Also, the characters should all have custom stances, so it wont look lazy or whatever

Ideally, yes. Think of the current sheet as merely a placeholder for better sprites.

(27-06-2012, 08:09 PM)NeoMan Wrote: does it have to be 8bitish? Is what I have started alright?

It does not have to. I actually gradually leaned towards more details the more i worked on the sprites (Compare Protoman and Zero with Megaman, and Megaman with Snake and Hazama)

Yeah, I'm aware that the current sprites are rather bland; when I started on Megaman Trigger, he didn't look very good. His second version which I'll post later looks better and less awkward.

In terms of style constraints, try to minimize the amount of black inside the sprite. Leave it for the outline. (The outline is partially shaded: Black for parts away from the light source. See Megaman)
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#17
Maybe we could have different "art styles" in the game?

You know if Snake were in, he'd have a realistic shading like your's
Mega Man and the crew would have the 2 colors for the base and the outline

If I could I'd give Travis a comic book look :kl
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#18
I would prefer that they be the same to avoid drastic clashes in styles. Perhaps a slight diversion is possible.

Really I'm not heading this project, so you can do whatever. If I really had to, I'll edit the sprite accordingly.
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#19
I'm off style :I
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#20
I would shade the sprites like your's but i cant imitate it well Sad
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