DarkDeviant's sprites/request thread
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#41
RE: DarkDeviant's sprites/request thread
Combined.


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 30-06-2017, 08:03 PM by DarkDeviant.)
01-02-2016, 03:22 PM
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#42
RE: DarkDeviant's sprites/request thread
Howdy! After a long absence, I was PM'd by EXtremeXPerience and asked to help out with the project they are currently working on, which can be found here. Between school and work, I will probably be taking this slowly. I'll post some of the more challenging work here for you guys to see.

(01-02-2016, 03:27 AM)Cyanosis Wrote: On the Mr. Prog, I think it's left eye (our right) should be doing something. Maybe flickering?
I think it does make sense for it to not be blinking since it's corrupted but being static doesn't seem right either.
This is my Broken Prog avatar, edited with Cyanosis' comment for the right eye to be flickering. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 11-10-2016, 03:39 PM by DarkDeviant.)
05-10-2016, 06:48 AM
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#43
RE: DarkDeviant's sprites/request thread
Here's a request from Bonglorio for a tween frame between the two original frames. Let me know what you think!
   

Here's a request from Smedis2 for an edit of the ending walking animation from Mega Man 2, except edited to be Skull Man. I tried to do a "looking upwards" animation too, but it didn't work out. Let me know what you think!
   

These are some of the thing I've been working on for EXtremeXPerience. They range from redoing old sprites to recolors, and sometimes downgrading or recreating. All of these are made with the original NES color palette, since I believe that's what he's going for.

This first one is for a MAME-Q (Bulbrite) enemy from from Mega Man X8, downgraded into a Classic-era enemy. Let me know what you think!
   

This one is for a Met Tractor, an enemy that drives a construction digger across the ground. I tried to stay as close to the original file as I could, but the original was entirely too big and choppy. Let me know what you think!
   

This one is a request for a "rainbow-colored Devil". I used a grid to make each area a certain base color, then went through and mixed them up a bit. I also laid out the color squares, for when it recombines. Bear in mind, a re-color is what was asked for. Let me know what you think!
   

This is a request for the Rangda Bangda stage enemy as a Classic-era enemy stage. The request was specifically for "the RangdaBangda enemy from the PSX game", however, there was more than one PSX game with Rangda Bangda in it. I went with the Rangda Bangda W from Mega Man X5. The design was the most interesting to me. I also added a little Star Force reference (designer's prerogative). Let me know what you think!
   

This was a request for "Dr. Radio Jack" to be redone. The sprite wasn't even close to the size or format it needed to be, and the colors were all over the place. I built a more appropriately-sized one from almost-scratch (I used at least ten different parts from other Robot Masters). I then built a scratch guitar (the original looks like a Les Paul or an SG, but I based my design closer to that of an Explorer). Let me know what you think!
   

This is a request for Mega Man to ride a Rush Bike, similar to how X rides his Hover Bike, or how a Rider Joe pilots a Marine Bike in Mega Man 5. Rush transforms into a Rush Bike, both with wheels and a hover function, and can transition to either. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 11-02-2017, 03:47 AM by DarkDeviant.)
10-02-2017, 09:43 PM
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#44
RE: DarkDeviant's sprites/request thread
*checks back in*
...nineteen-thousand plus views, and only nine are comments that aren't requests...
*sigh*

Criticism, constructive or otherwise, is always welcome. Comments are appreciated. Hell, even requests are nice.

Silence is boring.

This is a request from Azure-Mage for this concept of Solar Man from Mega Man 10. He wanted a full sheet, but I've felt very... unmotivated... recently. Unfortunately, I only made one standing sprite, but I hope it's a good base to start from for him. Let me know what you think.
   

This is a request from LeagueofDevack for Mercy from Overwatch in Classic 8-bit style (basic stance only). I think it turned out pretty nice! Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 22-03-2017, 12:07 PM by DarkDeviant.)
22-03-2017, 10:07 AM
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#45
RE: DarkDeviant's sprites/request thread
Well, I've been busy looking for a new job, so I haven't been on in a while. Having said that, I just did a simple request. This was requested by MetalBallade315 for Metal Ballade, which is just a palette-swapped Metal Man. As always, let me know what you think.
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

19-05-2017, 04:48 AM
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#46
RE: DarkDeviant's sprites/request thread
I haven't checked back here in three years, but I was pleasantly surprised to see that you completed my old request from 2012 -- thank you!

Pops up once in a blue moon.
27-05-2017, 04:47 AM
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#47
RE: DarkDeviant's sprites/request thread
(27-05-2017, 04:47 AM)RandyPandy Wrote: I haven't checked back here in three years, but I was pleasantly surprised to see that you completed my old request from 2012 -- thank you!
Sure thing. It gets pretty boring here.


~~The man sat upon the watchtower, but did not watch, only towered.~~

27-05-2017, 05:33 AM
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#48
RE: DarkDeviant's sprites/request thread
Here's a request from fxfrietas for jumping animations for Iris in X4-6 style, but using the jump animation from Aile in MMZX. fxfrietas
also animated it! Let me know what you think!
   
[Image: iris_jump_by_fxfreitas-dbeitct.gif]


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 30-06-2017, 08:03 PM by DarkDeviant.)
29-06-2017, 11:05 PM
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#49
RE: DarkDeviant's sprites/request thread
thanks DarkDeviant!
I like the hair movement, I'll just add 1~2 more hairs in the 4th frame to make the loop animation, just a little thing... you messed the start and the end of the animation e.e

Well I'll do the necessary touches and add on the main sheet with your name above the animation, thank you very much!

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29-06-2017, 11:36 PM
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#50
RE: DarkDeviant's sprites/request thread
Combined.


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 30-06-2017, 08:03 PM by DarkDeviant.)
29-06-2017, 11:39 PM
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#51
RE: DarkDeviant's sprites/request thread
About four years too late, but here's Karasai's request for Gokai Red in MM7 style. I used Freeze Man as a base for the body, and Slash Man's charge attack for the red. Let me know what you think!
   

Here's a request from Pumpkin Row for MagicMan.EXE, BombMan.EXE, and GridMan.EXE using a buster attack, sword attack, and bomb throw. I only did MagicMan.EXE's buster attack and GridMan.EXE's bomb throw, since it's so old. Plus I haven't had any sleep yet, so I don't wanna stay up too early. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 06-07-2017, 12:33 PM by DarkDeviant.)
06-07-2017, 11:41 AM
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#52
RE: DarkDeviant's sprites/request thread
(06-07-2017, 11:41 AM)DarkDeviant Wrote: About four years too late, but here's Karasai's request for Gokai Red in MM7 style. I used Freeze Man as a base for the body, and Slash Man's charge attack for the red. Let me know what you think!

Here's a request from Pumpkin Row for MagicMan.EXE, BombMan.EXE, and GridMan.EXE using a buster attack, sword attack, and bomb throw. I only did MagicMan.EXE's buster attack and GridMan.EXE's bomb throw, since it's so old. Plus I haven't had any sleep yet, so I don't wanna stay up too early. Let me know what you think!

I've liked Gridman and Magicman Sprites, how the sprites are simple makes me remember not every sprite we made need to be complex.

I am not much familiar with MM7 style but the sprites looks very good so far

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06-07-2017, 06:49 PM
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#53
RE: DarkDeviant's sprites/request thread
I posted this in the "Ideas" thread, and I thought I should post it here too!

Greetings! This will probably seem outlandish, but bear with me for a moment.

This idea is for a portable MMBN NetBattle Machine. This device would be the approx. size of a Game Boy Advance (however, as long as the components fit inside, it can be any size.)

The emulation would run on a Raspberry Pi Zero W model (I have been assured that it can run this type of program.) There would be a micro-USB for charging, as well as a headphone jack for audio (although speakers are always an option.) The screen would just need to fit a 240x160 display (many displays are 3:4, so there would be some black pixels on the perimeter.) The shell would be 3-D printed plastic, similarly shaped to a GBA, and feature the same kind of button configuration.

The game itself would feature only a PET Start menu with access to all available features:

An un-skip-able tutorial, showing how the entire game works. I know, un-skip-able, but with all the new features, it would actually be needed.

The "Folder" option would include three editable folders. The Chip options would be 200 standard chips from across the various MMBN games (bneing fair and balanced about it), as well as various Mega Chips, and eight Giga Chips.

The "SelectNavi" option would display a sprite of your currently equipped NetNavi, which can be switched in this menu. The options would include any NetNavis with complete sprite sheets (ProtoMan, GutsMan, not Glyde, boss Navis, etc.) We (my brother and I) plan to also include three customized NetNavis, which are our own personal Navis: Dataman.EXE (brother's), Muse.EXE (mine), and Aegys.EXE (sister's). There would be three savable configurations of NaviCust programs. The option for selecting which one would be located in the screen to the right, along with a full program list.

The "NaviCust" option would feature a fully-expanded grid for customization, as well as compressed versions of all the programs (no sense in using compression codes.) The programs available would be the base utility programs (Atk+1, Chrg+1, Spd+1, HP+, BugStop, etc.) as well as versus programs (Rush, Beat, Tango, FstBarr.) The rules for program layout would be the same as previous titles.

The "Records" option would display your win/loss ration, as well as your marathon mode time and wave record. This option would also include a custom Battlefield interface, where different configurations of battlefields could be constructed and saved. The interface for this would be the same size as a Custom Screen (half the screen size) and would feature a moving icon over each panel. There would be a list of tiles that you could choose from, as well as a "mirror" option, to reflect those changes on the opposite side of the field. If you want the whole field custom, the screen would hop to the other side of the field, and the rest would be filled out.

The "Battle" option would include the multiplayer interface. Multiplayer would occur over a micro-USB cord (although Bluetooth may be an option. Not quite sure about the reliability. Online would be very difficult.) Battle options would include:
  • Rank 1-2-3, using specific folders and programs, as well as the same Navi (the Navi can be decided upon here.)
  • Marathon Mode, where you fight waves of viruses, with increased difficulty and numbers as you go higher.
  • Single Battle, a single battle using whatever is equipped at the time.
  • Triple Battle, a best-two-out-of-three battle using whatever is equipped.
  • Custom Battle, a mode that allows you to manipulate various factors, such as the time/turn limit, the field configuration (chosen from a list, as well as your own saved configurations), a handicap, which would clear one side of the field, as well as what Navi is being used.

The battle mechanics would also need a small overhaul. Where the "Cross System" was in BN6 would instead have four different abilities for each Navi, similar to the Navi Attack Chips used while operating a Navi other than MegaMan. These attacks would not freeze time, and could only be used once per battle. In MegaMan's case, he would instead get a random Style/Soul/Cross from one of the games. Activating a BN3 attack could give him Shield, Guts, Custom, etc. along with an elemental alignment. A BN4 attack would give him ProtoSoul, FireSoul, etc, along with the strengths and weaknesses of said soul. A BN5 attack would do the same, as would a BN6 attack. However, all of these would only last three turns, after which he cannot use that game's attack again. The base HP of MegaMan is 1000 HP. The default RegMem for the folders is 50MB. The other Navis have various HP, which would be shown on the Navi Select menu.

I personally think this would be an awesome game idea, and I'm currently working on assets for it. My brother is currently learning Python to create the game. If this ever does turn into a workable game, I would be happy to provide the finished game, as well as the code, and schematics for the shell, free of charge, right here. Let me know if there's any interest for this kind of game, cause we could always use someone who can code. Thanks for reading, and let me know what you think!


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 12-07-2017, 06:03 AM by DarkDeviant.)
08-07-2017, 04:42 AM
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#54
RE: DarkDeviant's sprites/request thread
Here's LeagueofDevack's request from November 2012 for Crystal.EXE battle sprites. The sheet was mostly complete, so I just finished up the rest. I didn't do the overworld or the Mugshots/Emotion Window, because I don't know what the Navi looks like up close. Let me know what you think!
   
Here's the original
[Image: attachment.php?aid=462]


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 09-07-2017, 04:17 AM by DarkDeviant.)
08-07-2017, 06:37 AM
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#55
RE: DarkDeviant's sprites/request thread
Since my brother and I have decided to begin working on this device, which we are now calling "Battle Network", I have made a emblem list of the Navis that would (ideally) be available to fight with. The list totals 33 established NetNavis, 3 personal NetNavis, and a NormalNavi. All of the chosen NetNavis already have complete sprite sheets for player-based actions (throw, shunt, flinch, sword, swipe, move, buster, etc.) so they shouldn't be too difficult to program. Every Navi will also have four alternative attacks, much like the Navi Chips available while operating an alternate NetNavi in BN6. These attacks are one-time, non-dimming attacks. This is the list of NetNavi's viable for this program:
  • Bass.EXE
  • ChargeMan.EXE
  • Colonel.EXE
  • DustMan.EXE
  • ElecMan.EXE
  • EraseMan.EXE
  • FireMan.EXE
  • GroundMan.EXE
  • GutsMan.EXE
  • GyroMan.EXE
  • HeatMan.EXE
  • IceMan.EXE
  • KnightMan.EXE
  • MagnetMan.EXE
  • Meddy.EXe
  • MegaMan.EXE
  • MetalMan.EXE
  • NapalmMan.EXE
  • NumberMan.EXE
  • PlantMan.EXE
  • ProtoMan.EXE
  • Roll.EXE
  • SearchMan.EXE
  • ShadowMan.EXE
  • SlashMan.EXE
  • SpoutMan.EXE
  • StarMan.EXE
  • TenguMan.EXE
  • ThunderMan.EXE
  • ToadMan.EXE
  • TomahawkMan.EXE
  • WindMan.EXE
  • WoodMan.EXE
  • DataMan.EXE
  • Muse.EXE
  • Aegys.EXE
  • NormalNavi.EXE
Here's a diagram of the available NetNavi's emblems, which would be displayed in the upper-left corner of the PET Menu. Using a NormalNavi results in a blank emblem.
   

This is a mock-up of the main PET screen. There is no overworld, as the whole game is the battle system only. The emblem in the top-left changes when a different Navi is chosen. The Navi display can show the full height of every Navi, including KnightMan.EXE, who is the biggest Navi in the list. The HP displays the customized health on the left, and the original health on the right. For an uncustomized MegaMan, that number is 1000 HP. Those blue icons in the top bar indicate how close the program is to completion. Bear in mind, this is just a mock-up. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 11-07-2017, 08:10 AM by DarkDeviant.)
09-07-2017, 08:10 AM
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#56
RE: DarkDeviant's sprites/request thread
These are the four "alt-attacks" that MegaMan would have in place of the Cross System. Every Navi will have four non-dimming, one-time attacks at their disposal. These attacks have no code, and can be used with any chip, much the same way a Cross could be used even if chips were chosen. However, these attacks will take up a slot in the chip select. MegaMan himself will have these Game Forms. Using, say, "BN3", will grant MegaMan a random style and elemental alignment. "BN4" & "BN5" will grant Double Souls from those games (excluding Chaos Unison), and "BN6" will grant a random Cross (including Beast Cross). Once these have been used, they may not be activated again. All of these forms will function as they did in their respective games, including damage multipliers, elemental weaknesses, and abilities (such as Recycle or Trans Arm). Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 11-07-2017, 08:10 AM by DarkDeviant.)
10-07-2017, 01:26 AM
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#57
RE: DarkDeviant's sprites/request thread
These are three mock-ups of the Custom Screen that would be used. The one on the left shows the general layout without any chips selected. The middle one shows a full custom screen, including the chip art, chip codes, attack values, elemental indication, as well as what chips have been selected previous. The right one displays the alt-attack screen (in MegaMan's case, the Cross System) which would display the four attacks that can be selected. The ones that have been used are grayed out (I may just exclude them entirely), the blue ones are still available, and the colored one is the one currently selected. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

(This post was last modified: 11-07-2017, 08:10 AM by DarkDeviant.)
11-07-2017, 05:28 AM
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#58
RE: DarkDeviant's sprites/request thread
These are the (barely edited) panels that will be used for the battle field. They are also part of the field configuration menu, which lets you create custom field conditions that can then be loaded via the "Custom Mode" NetBattle option. Also, if you're re-purposing two different tiles, make sure you color-match. The bottom two are examples of color matching importance. The left one is not color matched, where the right one is. Subtle, but noticeable. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

11-07-2017, 08:10 AM
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#59
RE: DarkDeviant's sprites/request thread
This is an animated GIF I made of the tile's animation sequences. The Heat Panels and Poison Panels run on at the same speed, the Holy Panels are separate, and the Panel Select operates 5 frames on, 5 frames off. Let me know what you think!
   


~~The man sat upon the watchtower, but did not watch, only towered.~~

11-07-2017, 07:27 PM
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#60
RE: DarkDeviant's sprites/request thread
(10-02-2017, 09:43 PM)DarkDeviant Wrote: Here's a request from Bonglorio for a tween frame between the two original frames. Let me know what you think!

Here's a request from Smedis2 for an edit of the ending walking animation from Mega Man 2, except edited to be Skull Man. I tried to do a "looking upwards" animation too, but it didn't work out. Let me know what you think!

These are some of the thing I've been working on for EXtremeXPerience. They range from redoing old sprites to recolors, and sometimes downgrading or recreating. All of these are made with the original NES color palette, since I believe that's what he's going for.

This first one is for a MAME-Q (Bulbrite) enemy from from Mega Man X8, downgraded into a Classic-era enemy. Let me know what you think!

This one is for a Met Tractor, an enemy that drives a construction digger across the ground. I tried to stay as close to the original file as I could, but the original was entirely too big and choppy. Let me know what you think!

This one is a request for a "rainbow-colored Devil". I used a grid to make each area a certain base color, then went through and mixed them up a bit. I also laid out the color squares, for when it recombines. Bear in mind, a re-color is what was asked for. Let me know what you think!

This is a request for the Rangda Bangda stage enemy as a Classic-era enemy stage. The request was specifically for "the RangdaBangda enemy from the PSX game", however, there was more than one PSX game with Rangda Bangda in it. I went with the Rangda Bangda W from Mega Man X5. The design was the most interesting to me. I also added a little Star Force reference (designer's prerogative). Let me know what you think!

This was a request for "Dr. Radio Jack" to be redone. The sprite wasn't even close to the size or format it needed to be, and the colors were all over the place. I built a more appropriately-sized one from almost-scratch (I used at least ten different parts from other Robot Masters). I then built a scratch guitar (the original looks like a Les Paul or an SG, but I based my design closer to that of an Explorer). Let me know what you think!

This is a request for Mega Man to ride a Rush Bike, similar to how X rides his Hover Bike, or how a Rider Joe pilots a Marine Bike in Mega Man 5. Rush transforms into a Rush Bike, both with wheels and a hover function, and can transition to either. Let me know what you think!

Actually, the last 6 are my requests from him and will be used for my upcoming game. I gave credits to him since mine are poorly-drawn but has a little MegaMan-ish feel on it.
12-07-2017, 12:01 PM
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