The Mugen Fighters Guild

Art & Entertainment => Graphics => Topic started by: Mineko C. Lucky on February 02, 2009, 09:03:09 am

Title: bah...
Post by: Mineko C. Lucky on February 02, 2009, 09:03:09 am
Sad me is sad.
Title: Re: About Higurashi no Naku koro ni...
Post by: PotS on February 02, 2009, 04:40:29 pm
General pointers to get started with coding:
- Take an existing character, preferably KFM
- Browse through the coding files while taking a look at the docs (Mugen\docs) to see what each code block is meant to do. KFM's comments help here
- Modify some stuff here and there to see what happens
- If you can't figure out how something works after looking at the docs and experimenting, use the Help section of this forum
- When you are comfortable with all the above, start modifying KFM into the character you want to make
- Be patient, as with anything in life you won't be kicking out perfection on the first tries
Title: Re: About Higurashi no Naku koro ni...
Post by: K.O.D on February 02, 2009, 04:45:10 pm
http://mugenguild.com/cyanide/ (http://mugenguild.com/cyanide/)

Cyanide's Narutorials work great for first-timers.
Title: Re: About Higurashi no Naku koro ni...
Post by: DKDC on February 02, 2009, 07:16:17 pm
Quote
Eitherway I may rip sprites or I will make them myself.
I don't know of any game that has useable sprites for that series, so you'll have to edit the sprites from some other character or draw them yourself.
Quote
yet I can't find any dos-programming books so I'm like, stuck
Mugen uses its own language, so you can ignore that. See the above replies.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 03, 2009, 07:56:19 am
It says in the tutorial you need Photoshop 5 Deluxe or something or anything similar but I don't have those equipment for one thing. Is there a download for these things? I'm not sure what to download because I am not sure if other programs have colour zero, and they are trialed.

I'm thinking of doing Rena Ryuuguu first. Yes I will draw my own sprites BASED on other sprites. I'll take choiyer's Haruhi and Yu-Toharu's Miku FOR SPRITE REFERENCE. I will plan on ripping sounds after the Sprites.

Since I am a perfectionist-person I may take a very long time just to draw sprites, What is your average amount of time to make one character, for curiousity?

And thanks for the link, I'll read through it.
Title: Re: About Higurashi no Naku koro ni...
Post by: OZ on February 03, 2009, 08:01:29 am
I work with little more than FF and MSpaint.

Other programs come in handy, but are not entirely necessary to the process.



Since I am a perfectionist-person I may take a very long time just to draw sprites, What is your average amount of time to make one character, for curiousity?

All depends on the character.

With original or editted sprites, it takes a while.
"A while" being a relative term.
Could be any number of weeks/months/years...
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 03, 2009, 08:41:18 am
What is FF? ==lll Does paint really support zero colour?
Title: Re: About Higurashi no Naku koro ni...
Post by: OZ on February 03, 2009, 06:47:18 pm
FF is Fighter Factory.
You can make palettes using FF.

You use MSpaint to edit and format images.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 04, 2009, 09:04:41 am
OK Then, I'll go and download FF ;), thanks.

I'll think I'll start by making Naruto in the narutorial first, for training purposes. Then I'll start making Rena's sprites. Once I've finished Rena and her basics I'll tackle on a feature I will ask later.
Title: Re: About Higurashi no Naku koro ni...
Post by: Bastard Mami on February 04, 2009, 06:12:26 pm
Take a trip to the gfx forum http://mugenguild.com/forumx/index.php?board=340.0 , especially this topic http://mugenguild.com/forumx/index.php?topic=69467.0 , so you can learn how to edit sprites.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 05, 2009, 07:49:55 am
Thanks for your help, I am having trouble how to start drawing Rena's normal mode already (As I rarely draw anything that looks good). Imagining her standing in animation in my head makes me even harder to decide how to do the frame, so I'll study in this board on artwork and animation for a long time.

I'd still have to meddle on Naruto before anything else.
Title: Re: About Higurashi no Naku koro ni...
Post by: Bastard Mami on February 05, 2009, 04:09:08 pm
By the way, are you basing your ideas only on the anime or are you getting info from other media ? there is no kool mode keichi or chair mode rika in the anime and akasaka's karate is not that developed either. There is also the day break arc (anime and game) as well as a few other arcs that have not made it to the anime.
( besides dark rika and chair mode, rika laos has bernkastel mode).
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 07, 2009, 04:46:01 am
I am basing ideas on the anime. I admit I have not finished watching all arcs, so i finished watching them ASAP including the third season this year if possible. I've got some ideas, for instance in Gore Mion, 15-Needle Torture OHKO. They'll all have different fighting styles.

What I mean is minoo's dissapointed me because he/she mixed their cute and gore in one character, (eg. Rena's KCF Kenta-kun and Rena Lv5 Hinamizawa syndrome)making them feeling like as though as they had extreme move swings. I wanted to seperate, as I said, normal and gore mode, but still on one character. Something like Normal Ryu/Evil ryu or Iori/Orochi Iori.

Normal mode means, they are normal, thats all, and Gore mode just means they are violent, gorey, God of War freaks and bloody laughing/sad psychos equipping killing devices like Rina's famous hatchet/pig slaughter. I've decided to put blood sparks on them. However I have only halfway on spriting her head...

But, I now have a problem which made me frustrated, I can't/don't know how to make palletes, which stucks me from any progress in cyanide's narutorial. I only have Paint and Fighter Factory now.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 08, 2009, 06:56:13 am
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/removed.jpg)

I've finished Rina's (Normal) head yesterday, took me two hours to complete it. I can't wait to show it so I can get feedbacks and comments. The left one is minoo's original Rena while the right one is baggy's chibi Rena. The middle ones are Rena's (decapitated) head with hat and hatless versions. So I am asking ppl whether I should use the one with the hat or the one without.

This Rena is hand-drawn(mouse-drawn) based on both Renas + Rena portraits + choiyer's Haruhi + Yu-Toharu Miku. I do note that my current Rena is different than this one by a few pixels. I am drawing her dress currently, one-third of progress, it looks ugly for now so i'm not showing it.


Please give comments though, I am strict with my creations and if Rena is ugly I'll resprite it.

I wanted to do her motion a bit like Ai or Miku. Is it suitable? (remember it is for non-mental Rena)

Also, I need help on palettes I posted previously.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 09, 2009, 05:26:26 am
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/removed.jpg)

80% of the first sprite completed. I am still waiting for any comments, please. Haven't finished the legs for her. Please tell me if there are any weird places so that I can modify/crop/remove/whatever, I'm DESPERATE and I need comments or I can't do much progress for the complete parts.

This is just a "prototype". I'll still need lots of adjusting here and there. Once Rena sprite is completed it will not be shown here but in the Graphics section anyway.
Title: Re: About Higurashi no Naku koro ni...
Post by: OZ on February 09, 2009, 05:45:01 am
Please save pics as PNG in the future.

JPG causes some hideous artifacts to rear their ugly heads.  :P
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 09, 2009, 05:58:34 am
This pic is originally BMP but photobucket auto-converted it JPG... Any places to suggest that they host pictures as PNGs?

Whatever, rehosted it as PNG:
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/removed.jpg)
Title: Re: About Higurashi no Naku koro ni...
Post by: Bastard Mami on February 09, 2009, 06:20:26 am
wow, I am impressed, for a n00b you are actually pretty good. front light source which is what you have currently is not very appealing visually, to fix it it's just a matter of using a few more colors. It's pretty late, so in fear of screwing up I will post some tips tomorrow instead of tonight.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 09, 2009, 06:25:44 am
OK, I'll fix it, thanks for the first actual feedback (T-T) I'm waiting for ages. There's still something wrong with her hands though, I'm trying to get it right.

P.S. It is 1p.m. now in my place.
Title: Re: About Higurashi no Naku koro ni...
Post by: OZ on February 09, 2009, 06:34:29 am
Yeah, it's a little after midnight on my side of the world. :blank:

But yes, they look pretty good.
I'm not familiar with the anime, so I'm not sure which one's you are refering to in your post.
As such, I'm not sure which sprite you want feedback on. ;P
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 09, 2009, 06:48:59 am
Sorry, I'll make it clear, the two ones on the middle (hat and hatless) are MY sprites. For comparison, minoo's is on the left while baggy's chibi Rena is on the right. So, the questions are:

Are my sprites OK and perfect? (definitely not)
Is it better or worse than theirs?
Any problems with it?
Should I use the one with the hat or the one without?
I don't know how to make palettes(?) (because adding ? directly makes it weird)
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 11, 2009, 07:19:29 am
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/removed.jpg)
Feedback appreciated because I want to do my best. Still couldn't get her hands right, arrgh... I wanted her to have a standing stance like Ai or Miku or Fanatails Ferir.
Title: Re: About Higurashi no Naku koro ni...
Post by: Bastard Mami on February 11, 2009, 04:04:32 pm
Remember that she holds her weapon backwards if not in oyashiro mode. I suggest you to move the topic (or make a new one) in the gfx arts suggestions, as some people that could help you tend to avoid the general mugen discussion subforum.
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 11, 2009, 04:42:55 pm
I think about that suggestion and change her hands again, I just can't get her hands right >:D.

I'm not going to add a hatchet or anything lethal for her Normal self though. So either I think of something funny like a stuffed doll or Colonel Sanders or I'll just make her bare-handed. I did that stance because I wanted her to be, girlish.

Gore Rena, which I will also make, will add hatchets, pipes, blood & any other weapons, once Normal mode's done. I've decided to make her blue-eyed in Oyashiro posession/gore mode and her stance will be standing smoothly while holding her hatchet loosely. I do want to make Gore Rena perfectly disturbing if I can.

Maybe I confused you though, Normal and Gore mode which I thought of has nothing to do with any other games, it is just an inspiration of my head, as I have never heard of, err... cool modes or chair mode or something.
Title: Re: About Higurashi no Naku koro ni...
Post by: Bastard Mami on February 11, 2009, 04:50:55 pm
she also uses a bat as a weapon, but too many people (k1, satoshi) uses bats so it's better to stay away form that.

also:
http://en.wikipedia.org/wiki/Higurashi_Daybreak
Title: Re: About Higurashi no Naku koro ni...
Post by: Mineko C. Lucky on February 11, 2009, 04:57:01 pm
Yes, I knew about the bat thing so I planned that only Normal and Gore Keiichi will use bats + Normal Keiichi will use the golf put also.

Maybe I'll just leak some of my weapon ideas, Mion is going to use air soft guns and maybe card kunais in Normal while in Gore she'll use her Katana maybe. Satoko will be very tactical in Normal Mode as shes the one whos good in traps.

It is over midnight here now so I'll leave it here. I'll resume in the morning.
Title: Re: About Higurashi no Naku koro ni...
Post by: Bastard Mami on February 11, 2009, 05:00:41 pm
Keichi also uses airguns, since that's the reason he moved to hinamizawa.
Title: Re: About Higurashi no Naku koro ni...
Post by: OZ on February 11, 2009, 09:08:54 pm
The hands look as though they're webbed.
Just make the fingers more defined.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Mineko C. Lucky on February 12, 2009, 10:20:56 am
I've decided to redo Rena's hands completely because I fell akward about it. So I'll go and look at hand poses provided in the Graphics Section and do an original hand pose. Anyone please tell me if there are any problems other than her hands though.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Bastard Mami on February 12, 2009, 03:44:30 pm
the face could use a darker outline on her cheek.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Mineko C. Lucky on February 13, 2009, 05:16:33 pm
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/removed.jpg)
New up, old down.

Edited Again.

Hands maybe improved I think, I still feel shaky about it.

Woah it's 1am! o_O. Nowadays I can work only in the night because my siblings use my computer in the morning...
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Bastard Mami on February 13, 2009, 05:42:02 pm
Haruhi's edits are based off melty blood characters, I suggest you to download all the melty blood sprites you can so you can use them as reference.

http://mugenguild.com/forumx/index.php?topic=91419.0
http://www.justnopoint.com/forum/index.php?board=16.0

http://www.justnopoint.com/ggslash/
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Mineko C. Lucky on February 14, 2009, 01:40:21 am
Great, thank you! I'll reference them instead of Haruhi then, though I don't want Rena to have too much Melty Blood resemblance.

I'll use them for later characters. For now, I'll keep Rena in about this design unless people say Rena's crappy.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Bastard Mami on February 14, 2009, 05:12:09 pm
The face still looks the same to me, I think you edited the wrong cheek.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Mineko C. Lucky on February 14, 2009, 06:00:04 pm
Sorry, I forgot to paste the face also while I stretch it to 300%. Look up.

Oh shoot... I noticed I got an extra pixel added wrongly to her cheek. And I dunno why the picture is distorted. Bah, it's too late today, tomorrow then.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Bastard Mami on February 14, 2009, 06:50:13 pm
Do not stretch it, most of us use decent web browsers and can stretch them after the fact. I did some small edits to it, so I can give you some advice.

(http://i158.photobucket.com/albums/t117/maximilianjenus/rena_.png)

Fist thing was setting up proper colors,normally you need only 4 tones of the same color., most of her colors were ok I only changed the skin colors and the white. in the case of the skin color I unshared them with the hair.

After the change in the colors I just moved the light source to an upwards position, you can see that I mostly used only two tones, a clear and a dark one, while I only used the darkest one for the outlines that are below. I used the middle tone for the outlines that are upward as well as for slightly softening some parts of the sprite. I think this method of shading is relatively easy to get especially because you can skim on the softening.
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Mineko C. Lucky on February 15, 2009, 04:05:54 am
Woah, the change is... I just can't explain it's way too good! Well, only the hands I made previously before the newer version destroyed it. --; My brother yesterday saw me drawing this and says: "Why her pose looks so weird?"

I'll took your edits and remodify them, if it's OK to you.

But isn't her under-waist supposed to be not showy? I dunno...

I guess that's the difference between a novice and a professional. Once this character's completed you'll be the top of my credits, I owe you a big chunk of help FurudeRika Bernkastel~/Julia X San
Title: Re: Higurashi no Naku Koro ni - Rena sprites
Post by: Bastard Mami on February 15, 2009, 06:29:53 am
folds can be relatively random, so feel free to position them as you please. Feel free to use the edits as you want.
Title: Re: When Cicadas Cry - Rena sprites - Please comment!
Post by: Mineko C. Lucky on February 15, 2009, 01:30:48 pm
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/Others/Ryuuguu_Rena.png)

Top left: minoo's Rena, 2nd: Ragiko's Old Rena, 3rd: Ragiko's Rena, 4th: FurudeRika's Edit, 5th: New Rena, Ragiko Modified FurudeRika Edit, Top Right: baggy's Rena

Bottom: Miku, ditto, Hatless ver., Haruhi

I found certain mistakes myself.
1.For instance, Rena's arms are too thick for a girl. So I thin down by one pixel.
2.Left hand (Right) makes her look weird, remodified it.
3.Thinned her abs also.
4.A bit of random folds.
5.Insists on adding pixels to her hair to show that it is behind her "ear-shaped hairs".

So I think it is about complete for now, just need more people to judge other than the three of us. Then I'll move to animations.

No answer for two days? Fine , I'll start the animations.
Title: Re: When Cicadas Cry - Rena sprites - Please Comment
Post by: beterhans on February 17, 2009, 08:53:48 am
cool works.
if you will draw another character can you try to double the character's size 1 time?
 ;D
Title: Re: When Cicadas Cry - Rena sprites - Please Comment
Post by: Mineko C. Lucky on February 17, 2009, 11:26:55 am
Well, FurudeRika says not to stretch pictures because it will distort the images. If you can't see clearly then, save the pic or something and magnify it by twice, as you say.

Or do you mean I draw twice that size? Maybe not, it's a bother to draw three extra pixels for one pixel or hi-res. One character I make is actually going to have twice the sprites of any other character. I've only finished the STANDING sprite for NORMAL Rena.
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: Mineko C. Lucky on February 20, 2009, 10:30:29 am
Ok, I'm almost ready for now though I want to ask if there is any other program other than FF that can do sprite animation previews?

Oh great... I don't know how to make palettes at all, I'm stuck. Anybody, anyone, teach me how please. I clicked everywhere in FF and I lost track.
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: Bastard Mami on February 20, 2009, 05:05:59 pm
I use graphics gale for most of my sprite related activities. the only thing I use FF for is to add sprites to the mugen sprite file.
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: TITAN MADRE on February 20, 2009, 05:13:59 pm
I use graphics gale for most of my sprite related activities.

even when you make a concept sprite?
pbrush is not more confortable to you in that cause?
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: Mineko C. Lucky on February 20, 2009, 05:33:06 pm
Ok, I'll check the resources thread.
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: TITAN MADRE on February 20, 2009, 05:35:26 pm
google --;
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: Mineko C. Lucky on February 20, 2009, 05:42:51 pm
Okay then, thanks for your reply. I'll check in late morning later. *yawn*

Does graphics gale do auto-apply palettes or something?
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: Bastard Mami on February 20, 2009, 07:17:07 pm
even when you make a concept sprite?
pbrush is not more confortable to you in that cause?

no, the only thing i use pbrush for is to save screenshots.
Title: Re: When Cicadas Cry - Rena standing Animation 90%
Post by: TITAN MADRE on February 21, 2009, 04:01:03 am
i see, thanks for the answer
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Mineko C. Lucky on February 23, 2009, 06:13:45 am
Okay, I've downloaded Graphics Gale(Free) and I meddled with it and there's a reduce colour option but I can't/don't know how to use it. Animation turns out to be a fiasco FAIL so it's back to half of the drawing board.

Frederica, how to make palettes if you are in this position?
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Bastard Mami on February 23, 2009, 04:17:37 pm
I open two instances of gfx gale, in one I open the sprite, the toehr does not matter as long as it's open; I copy the colors one by one from the sprite to the second gfx gale then save the palette.

To do that I normally have to configure the copy and paste palette colors shortcuts in the advanced preferences.
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Mineko C. Lucky on February 24, 2009, 01:31:47 pm
Thanks for the comment. I still got problems, it's very embarassing but I don't even know how to transfer the colours into the palette.  What a novice idiot I am.

Update : I decide to colour her hair more orange  now because the more I see the anime the more I feel that shade's I got is for Keiichi's and not Rena's.
Forget it my mistake.

Frederica I'm dummy :( I can't see where's the advanced preferences at all I need a more detailed explanation give me an example of how to copy and paste at least one colour palette please. :(
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Bastard Mami on February 25, 2009, 05:56:42 pm
Get graphics gale:

go to file - preferences.

then select the key tab.

scroll down about thirty percent you will see the palette commands. set a shortcut for copy rgb value, paste rgb value as well as save and load palette.

to make a new palette right click on the color you want to add to the palette so it gets selected, then copy the rgb value using the shortcut you just made; in another window paste that rgb value. keep on doing that until you have all the colors you want, then save the palette , again using the shortcut.
 
for the color that you want to be transparent you make sure you paste it in the upper left corner of the palette.

gfx gale only works with png,bmp and it's native files, so get something like irfanview to convert to pcx. I just started testing working directly with pngs and loading them in fighter factory, it seems like it works properly if your pngs are perfectly palettized.

to apply the palette to the sprites just reduce it's color depth to 256 colors by clicking on all frames- color depth. once you have reduced it, just load the palette using the shortcut you made previously.
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Mineko C. Lucky on February 27, 2009, 10:48:11 am
Thanks a lot, I've finished making the palettes I can now focus completely on the animations. I will finish it in about three days I guess.

Wait a sec, what's the difference between choosing the colours in the pcx and manually adding it into the palette and reducing the palette to 256 colours?

And does it matter if the remaining unused colours are left as is?

About animations whats your way to preview animations using Graphic Gale, when you have different images from stand 1 to 6?
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Bastard Mami on February 27, 2009, 05:07:43 pm
gfx gale allow you to create layered animations, has a preview window and you can set it to show stuff in 1/60s of a second, you can almost make a sff and air file in there.
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: Mineko C. Lucky on February 28, 2009, 07:34:12 am
Now I'm stuck as heck. :S
1. I moved the stand sprites to FF in bmp format, turns out there's no palette, why? I tried shared palette, auto crop, everything I can. I can't convert the pcxs at all, message says "sprite does not exist".

2.I don't know how to animate the pictures using Graphics Gale and Fighter Factory  :S Another Problem.

3.Sometimes when adding the frames into FF the frames turn out exceptionally weird.

A very sticky start actually, keeps slowing down my progress sharply.
Title: Re: When Cicadas Cry - Rena standing Animation 70%
Post by: Mineko C. Lucky on March 01, 2009, 08:16:54 am
Move from Graphics to here.
Title: Re: When Cicadas Cry - Rena standing Animation 60%
Post by: OZ on March 01, 2009, 08:50:14 am
Now I'm stuck as heck. :S
1. I moved the stand sprites to FF in bmp format, turns out there's no palette, why? I tried shared palette, auto crop, everything I can. I can't convert the pcxs at all, message says "sprite does not exist".

2.I don't know how to animate the pictures using Graphics Gale and Fighter Factory  :S Another Problem.

3.Sometimes when adding the frames into FF the frames turn out exceptionally weird.

A very sticky start actually, keeps slowing down my progress sharply.

As for the palette issue, I don't have Graphics Gale, so someone else will need to help you in this respect.

I just make palettes via FF. Not the right way to do it, but it's a way.
FF has a function for making palettes.


As for number two; animate?
You want to make a moving image of your character?
I'm guessing you're doing this just to show character progress, or to observe the whole animation in motion.
To do this, just make a gif.

As for 3; yeah that happens.
Especially when you have palette and pcx issues.


Hopefully you'll be able to muddle through this.
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Mineko C. Lucky on March 01, 2009, 09:41:54 am
1.Well, can you give me an example of making one colour in the palette in FF so I can have progressions?

2. Yeah, I want to observe in motion to check any problems in the folds of her dress, ribbons, hands etc.

I need a tutorial also on how to make an animated picture. Using the Filmstrip View to check the pictures really drains too much life from me.  :S

I'll keep trying to get out of this quicksand business.
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Cyanide on March 01, 2009, 09:45:38 am
If you can get the sprites into FF then you can animate them in the .air and just play the animations.

Although it uses paintshop pro, try my tutorial on my site. I hate using FF for pallete manipulation cos it's really pretty shit at it. You HAVE to use a proper program. PSP is one of the friendliest i find.
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Mineko C. Lucky on March 01, 2009, 03:47:53 pm
The point is, I look at your narutorials. I googled "Paintshop Pro 5" and I see nothing but damnned "trial versions, buy PSP5":gonk: So Cyanide, where do you get your PSP5 for free I can't find it.

What I mean is yeah, I can preview in FF yes thanks to your narutorials but I don't want to add and delete frames for every single modification in the sff and I feel uneasy with the absent palettes.

All this problems really :wall: and :wall: me. Arrgh! I am expecting myself to finish her stand sprite by February but turns out I was wrong.

Rika :bigcry: !! I hope your looking at this I'm in a huge pit covered with sticky goo I need your answers mate. Don't give me a "nipah".
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Bastard Mami on March 01, 2009, 06:37:37 pm
Dude, make two topics, keep the sprites one where it was and make a separate one to get help with palettes and other mugen specific stuff.
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Mineko C. Lucky on March 02, 2009, 01:36:36 am
How do you split this thread into 2? I've seen admins capable of doing that.
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Bastard Mami on March 02, 2009, 01:45:04 am
Just make a new topic in the help section while keeping the psrite one in the gfx forum.
Title: Re: When Cicadas Cry - Rena standing Animation 70%, Problem
Post by: Mineko C. Lucky on March 02, 2009, 01:52:07 am
http://mugenguild.com/forumx/index.php?topic=94614.0

problem thread there, done.
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Mineko C. Lucky on March 06, 2009, 10:52:34 am
I've done it!  :D After all those f**king confusions I've done it!

(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RyuuguuRena.gif)

I used CoffeeCup Gif though, had to uninstall the program to save time for further animations

I'm a NOOB so that's the reason why I'm showing "off" animations in the first place, I REALLY need comments to improve.

Now I just need to listen to comments to mod Rena perfectly, tweak here and there and start with the walking animations next.

Update :- Fighter Factory version.
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: TITAN MADRE on March 06, 2009, 04:03:57 pm
shoulder moves needs
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Mineko C. Lucky on March 06, 2009, 04:32:52 pm
Thank you for the feedback! ;D

Note 1 : Shoulders
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Mineko C. Lucky on March 07, 2009, 04:57:41 am
I really require more comments (either good or bad) so I know where my characters heading. I don't want people to say "OMFG look at this guy's Rena she's so ugly hahaha". I want to do the best I can to each and every character in the future.

Currently I'm doing her shoulders while I have time. Would not take long.
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Bastard Mami on March 07, 2009, 05:08:14 am
It's looking good already, it's better to move to another sprite.
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Cyanide on March 07, 2009, 05:11:31 am
Nothing wrong with that for where you are now. What is going to happen, and you won't even slightly be able to prevent it. You're going to work your way through the sheet, as you do, you'll improve. Eventually, you'll compare the sprite you've just done to some of your first ones, and you'll go back and improve them.

You won't be able to stop yourself. It happens. It's happened to every spriter i know. As you improve, you go back and touch things up. What you have there is good (really) but as you go, you'll find it horrible and change it. Don't spend too much time on it now, or you'll be annoyed when you go back and fix it.
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Mineko C. Lucky on March 07, 2009, 08:05:06 am
Thank you guys ;), I think I'm a bit too perfectionism to everything.

I'll start with walking sprites next.
Title: Re: When Cicadas Cry - Ryuuguu Rena Major Update! :D
Post by: Bastard Mami on March 07, 2009, 04:12:17 pm
You can:
a) perfect your sprites.
b) perfect your skills.

Doing just one gets really boring; I spent some time last year doing b), it's not noticeable at all because the skill I worked on to improve was speed.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 60%
Post by: Mineko C. Lucky on March 26, 2009, 10:02:05 am
Here's a picture of a half-finished Rena in walking position.

(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/prototypeRenawalk.jpg)

Ignore the ugly waist because I will edit later, again I'm rather shaky at hands, even with reference to hand poses.

I just like to hear if there are problems, oddities or things I shouldn't do.

I should have finished this a very long time ago but due to my own issues, took this long.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 50%
Post by: Bastard Mami on March 26, 2009, 04:33:00 pm
I need to see the legs.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 50%
Post by: Mineko C. Lucky on March 29, 2009, 02:17:19 pm
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RoughSketch.jpg)

It's rough because if there's something wrong the hard work on details will be wasted.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 50%
Post by: Bastard Mami on March 29, 2009, 05:15:28 pm
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RoughSketch.jpg)

It's rough because if there's something wrong the hard work on details will be wasted.

the extended arm looks like a tube, try adding 2 or 4 pixels of leght plus shape the elbow.
the other arm can be right if she will be moving it back and forward during the animation and it just happens to be in front of her in that frame.

While walking the legs should affect the folds of teh dress, but yeah, save that for later.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 70%
Post by: Mineko C. Lucky on March 29, 2009, 05:31:38 pm
Thank you. As usual I'll send in an update by next post.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 95%
Post by: Mineko C. Lucky on April 04, 2009, 03:54:04 pm
Pretty much done, I'll just need to add the details. Frame will be done in about 1-2 hours.

=edit= on second thought, I think I'll post it prematurely, with almost completed details and haven't edited parts. I'm going to snooze.

(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/2ndRough.jpg)

Tommorow will be all fixes including elbows, folds and after tomorrow will be animations.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 95%
Post by: Bastard Mami on April 04, 2009, 06:00:20 pm
Do not save as jpg, use png instead.

you will need to add some fold in the part where the knee is supossed to be, most likely using the 2nd lightest color.
Title: Re: When Cicadas Cry - Ryuuguu Rena Walking Sprite 100% (or 99%)
Post by: Mineko C. Lucky on April 05, 2009, 12:01:43 pm
Do not save as jpg, use png instead.
Too sleepy back there, forgot to save as png. Photobucket converted my bmp to jpg.

Now, a finished version:
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/untitled.png)

Tell me ANY problems in this sprite, Rika sempai, and I'll fix it in the instant!

*Lucky Charat in High Morale Mode* >:D

While I wait for you're reply I'll do a jumping sprite.

Of course, anyone and comment here, as usual. ;) I am more than happy to listen to any complaints.

=edit= halfway on my walking animation
Title: Re: When Cicadas Cry - Rena Walking Ani 90%, Jump Sprite 8%
Post by: Mineko C. Lucky on April 10, 2009, 04:20:12 am
I'm about to finish the walking animation now...

I just want to ask, how do you align jump sprites? Place it at the center or do you have to imagine the jump curve?
Title: Re: When Cicadas Cry - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: Mineko C. Lucky on April 13, 2009, 05:08:22 pm
Here's a nearly finished walking Rena, just requires modifications on all the upper movements and the folds.

(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaWalkUnfinished.gif)

Comments please, if there are faults.  :)

Another will be on once the intended Rena is completed, also sent to spriters-academy.

Off to jumping after this.
Title: Re: When Cicadas Cry - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: Bastard Mami on April 13, 2009, 05:14:44 pm
You can use a cheap trick and make the leg that's behind one tone darker.
Title: Re: When Cicadas Cry - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: OZ on April 13, 2009, 05:21:46 pm
My main issues I think have already been acknowledged by
just requires modifications on all the upper movements and the folds.

Without upper body movements, it looks suprisingly robotic. Kinda creepy.
The dress looks very stiff at the moment.

But you have already addressed this.


Legs work for a walking sprite.
Though may I suggest adding more shading to the leg at the point you can see it through the dress.
Add that to what [E] just said.
Title: Re: When Cicadas Cry - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: Mineko C. Lucky on April 19, 2009, 05:20:29 pm
Unfortunately I lost the "perfect axis" and my remade sprite looks horrible and jiggly. Expect my sprite to show up though, about 1[IMG height=50]http://i680.photobucket.com/albums/vv169/nekoneko_heaven/Nekomimi%20Counters/O.gif[/img] hours later.
Title: Re: When Cicadas Cry - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: Mineko C. Lucky on April 20, 2009, 04:39:25 pm
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaWalkPrototype.gif)(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaWalkUnfinished.gif)

Faster than I intended though, I forgot the actual timing. But, I just can't finger it(the problem), there's something wrong here... I want feedback. (make it harsh)

I'd better take note of how I did to position the sprites next time...
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: Mineko C. Lucky on April 21, 2009, 05:47:49 am
Figured out 1 of the sprite's problems - the dress turns out moving in the wrong places. So I should observe how the dress moves on a girl when she's walking.
Or myself walking
There's still something wrong, looks like I should check the graphic resources section.

I triple posted in my own section :P.
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 99.99%, Jump Sprite 8%
Post by: Mineko C. Lucky on April 22, 2009, 04:02:21 pm
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaWalkAlmost.gif)(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaWalkPrototype.gif)(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaWalkUnfinished.gif)
Now it looks natural, I feel satisfied with the result, I found out my problem when I am checking angryanimator.com. I haven't even started with the details though, thanks to nio I'll know what to do to make it pretty.
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 100% Jump Sprite 20%
Post by: Mineko C. Lucky on April 29, 2009, 04:51:15 pm
I lagged behind and dawdled too much... but anyways I finished the animation and is starting on jumps.

I can't post today though, it's too late now. I'll post in the morning.

Turns out great, I am satisfied.
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 100%, Jump Sprite 20%
Post by: Mineko C. Lucky on April 30, 2009, 07:59:24 am
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaSpriteWalk.gif)
Any more comments to improve this? I can't seem to go any further.

Jump jump, boing~
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 100%, Jump Sprite 20%
Post by: Mineko C. Lucky on May 01, 2009, 02:09:31 pm
That one's a previous mistake on the folds that makes it look like a neon sign, and I've updated it again:

(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaNormalWalk.gif)

Comments? No? Perfect? Mediocre?

Oh, that's right! I got a great idea! Once I finish this, should I make a nekomimi character? It is completely original, including the sprites and moves and stuff.
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 100%, Jump Sprite 20%
Post by: Potemkill on May 01, 2009, 04:38:27 pm
That one's a previous mistake on the folds that makes it look like a neon sign, and I've updated it again:

http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaNormalWalk.gif (http://i680.photobucket.com/albums/vv169/nekoneko_heaven/RenaNormalWalk.gif)

Comments? No? Perfect? Mediocre?

Oh, that's right! I got a great idea! Once I finish this, should I make a nekomimi character? It is completely original, including the sprites and moves and stuff.
is fine, but the face should move a little
---
está bien, pero la cara debería de moverse un poco
Title: Re: Higurashi no Naku Koro ni - Rena Walking Ani 100%, Jump Sprite 20%
Post by: Mineko C. Lucky on May 02, 2009, 03:48:39 am
Thanks T.T ... Or the thread will look like I am talking to myself...

I'll see into it.
Title: Re: Higurashi no Naku Koro ni - Rena Jump 50%
Post by: Mineko C. Lucky on May 17, 2009, 03:04:03 pm
Nearly done, looks like I am VERY slow:

Excuses Reasons:
1. Too lazy
2. Too busy
3. Preparing for university

Or, someone should scream at me for being a sloth.
Title: Re: Higurashi no Naku Koro ni - Rena Jump 80%
Post by: kakkoii superhero on May 17, 2009, 05:21:18 pm
cute looking face  ;) , her walking pose is kinda stiff, her body should bounce a little, including her purple bow on the back and her hair (depending on the direction of the movement). and the way she holds her arms and hands are weird, seems like she is a waitress with an invisible tray.
and when she walk like that the front slit of her dress, should move too, or at least flapping since it constantly touched by her legs or knees.

and depending too much on a single sprite as a base. need to draw totally fresh sprites  :)
Title: Re: Higurashi no Naku Koro ni - Rena Jump 50%
Post by: Iced on July 20, 2009, 03:38:31 pm
Nearly done, looks like I am VERY slow:

Excuses Reasons:
1. Too lazy
2. Too busy
3. Preparing for university

Or, someone should scream at me for being a sloth.
Screams at you and bumps it back up to the front page.


Title: Higurashi no Naku Koro ni creations currently postponed
Post by: Mineko C. Lucky on July 21, 2009, 02:08:25 am
cute looking face  ;) , her walking pose is kinda stiff, her body should bounce a little, including her purple bow on the back and her hair (depending on the direction of the movement). and the way she holds her arms and hands are weird, seems like she is a waitress with an invisible tray.
and when she walk like that the front slit of her dress, should move too, or at least flapping since it constantly touched by her legs or knees.

and depending too much on a single sprite as a base. need to draw totally fresh sprites  :)
very nice and useful comments there. Thanks for the problems you've given, I'd liked to say this a long time ago but I left it at that time as I'm not free enough to do sprites, they take a long time and I'm no pro. I'll look into it.

Nearly done, looks like I am VERY slow:

Excuses Reasons:
1. Too lazy
2. Too busy
3. Preparing for university

Or, someone should scream at me for being a sloth.
Screams at you and bumps it back up to the front page.
Quote
Thsnk you, thank you very much, I appreciate it - Elvis Prestly
Title: Re: Higurashi no Naku Koro ni(or something else...) - Redrawing
Post by: Mineko C. Lucky on October 01, 2009, 12:58:52 pm
I'm going to redraw again, though it may be different, a 3-week holiday is nice. This does explain the more silent prescense nowadays.
Title: Re: Higurashi no Naku Koro ni - Redrawing
Post by: Iced on October 01, 2009, 01:00:39 pm
You do what you must and what you feel like, if you need advice and help, checkout with walt and rikard, they are very nice spriters and could be useful.
Title: Re: bah...
Post by: Mineko C. Lucky on January 06, 2010, 03:35:52 pm
Now I understand why I'm so depressed...

By the time I got time, I just... Oh well...

I was too ambitious, custom spriting is harder than I thought.

(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/stand.png)

Trying to go easy this time, before I start custom spriting again.
Title: Re: bah...
Post by: kakkoii superhero on January 08, 2010, 11:36:58 am
ah you make all part separated, smart idea. will be helpful in most of the stance and several attack frame, but to make the character really feel alive, you also need him to rotate/ spin, or in other perspective/ angle, otherwise no matter how smart and tidy you move and rotate the limbs and torso, it will be still looking like a paper doll, at least make a side view, and rear view of it as well, and show it here and there to give complete information to the spectator that this is a fully made character, not one sided only.
Title: Re: bah...
Post by: Mineko C. Lucky on January 08, 2010, 02:00:20 pm
This is just one sheet I ripped for standing and get hit frames.

I got the rest of the walking, jumping, attack, guard, lie down sprites in my folder.
Title: Re: aye... only just one single frame...
Post by: Mineko C. Lucky on January 16, 2010, 08:28:44 am
(http://i680.photobucket.com/albums/vv169/nekoneko_heaven/razestand1.png)

Remade from bits and pieces ripped from the Game CD.