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Metal Gear Ray [Sprite Test] (Read 8887 times)

Started by Bastard Walt, May 13, 2008, 03:32:08 am
Metal Gear Ray [Sprite Test]
#1  May 13, 2008, 03:32:08 am
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I'm just doing this because [E] asked nicely in another thread. Some very rough sketches on a Metal Gear Ray sprite I'll try to put together during the next months lol.

I have the proportions all setup already based on a screenshot and some ideas all thought out for attacks.
You guys think I should ditch the dithering? Ideas based on efficiency (palettes+frames) are welcome.

I should study more Metal Slug to see how they pulled off the Giant bosses.


Anyone (GMs?) is invited to host this in any imagehost and embed it to this very post

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Last Edit: February 09, 2010, 02:00:30 am by KOFC [walt]
Re: Just a Leg
#2  May 13, 2008, 03:41:34 am
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the knees looks impresive,but the rest of the leg need a little more shading.

Re: Just a Leg
#3  May 13, 2008, 03:45:03 am
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Knees - Of course! I spent nearly 3 hours one sleepless night trying to figure out what details to add. I have a part of the action figure so I could catch pretty much everything.

From the junction down it's just something I pulled off a couple of minutes ago to see if I could get the proportions right. Everything about the Ray model is so full of details it makes me sick...

... but it's also damn sexy.
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Re: Just a Leg
#4  May 13, 2008, 11:15:41 am
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Looks pretty cool, I just get the feeling that that "thigh" on our right should be a wee bit bigger if it's going in the same sprite as the left one. And I rather have less or no dithering.

What have you figured out so far in terms of how to animate it? If only Mugen was as powerful as the Odin Sphere engine it could be mostly done from just 3 or 4 sprites split into pieces.
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Re: Just a Leg
#5  May 13, 2008, 03:22:58 pm
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Thigh - Yes. I'll give that a try.

I was actually thinking of making sepparate pieces of legs, torso, head and arms. Gameplay - I was thiking it should be something like MGS2: hit the knees, then the head. I didn't think it'd be much of a hassle since many of the pieces wouldn't be moving at all. That way, only the moving elements would consume Resources.

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Re: Just a Leg
#6  May 13, 2008, 04:12:25 pm
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Oh I was talking about the resolution/color count, not sure if relying so much on rotating stuff works well at Mugen's resolution and with 2D fighters palette.

The method to kill it sounds fun, I think you had mentioned it some time ago.
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Re: Just a Leg
#7  May 13, 2008, 06:22:14 pm
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I was actually thinking of making sepparate pieces of legs, torso, head and arms. ... only the moving elements would consume Resources.

good idea, for a "mecha", guess is the best way to animate the locomotion.
Re: Just a Leg
#8  May 13, 2008, 06:48:50 pm
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Oh I was talking about the resolution/color count, not sure if relying so much on rotating stuff works well at Mugen's resolution and with 2D fighters palette.
I think it was Graphics Gale that made an almost flawless pixel by pixel rotation, I'll see if I can use that for any movements.


All suggestions are welcome, as this will be slow and we'll have time to discuss. Keep in mind that for now my main objective is still to make only 1 Full MGRay sprite. It'll only become a WIP after evaluating the difficulty of the task :S

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Re: Just a Leg
#9  May 13, 2008, 07:43:28 pm
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gfx gale actually rotate the pixels, so it won't ruin the palette, it will still look pretty bad, though.
Re: Just a Leg
#10  May 13, 2008, 07:44:32 pm
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Refining on a sprite that keeps proportions sounds like a fair deal to me :P
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Re: Just a Leg
#11  May 13, 2008, 08:00:56 pm
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Yeah, That is why I still use it.
Same [walt], New Gear
#12  February 03, 2010, 06:39:59 am
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Wow, a year and a half - I SURE HAVE BEEN BUSY. Got me some Graphics Gale, been fiddling around with it, here's just a small image to give you an idea of what I'm up to this time around (hohoho retracing in layers is awesome)

Source Image:


Like I said, I will make each important part an element of its own. I believe the hardest part will be adding details in each part.
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Re: Just a Leg
#13  February 04, 2010, 06:01:30 am
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Since you guys HURT MAH FEELINGS because you don't care, I'll assume y'all thought I wasn't serious.

... BUT I AM, GODDAMNIT.

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Re: Just a Leg
#14  February 04, 2010, 09:30:58 am
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If people had commented you wouldn't have been bored into doing more like that. :wacko: Looking great so far.
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Re: Just a Leg
#15  February 04, 2010, 09:36:27 am
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This looks really nice so far.

So ... each part is separate, so "somebody" can make a char out of it, by rotating the various elements to make him move. :D
Which shading style are you going for at the end ? GUilty Gear X style, or rather KOF12 (or another) ?
Re: Just a Leg
#16  February 04, 2010, 04:17:50 pm
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If people had commented you wouldn't have been bored into doing more like that. :wacko: Looking great so far.
haha bastard, I thought the same ;P

each part is separate, so "somebody" can make a char out of it, by rotating the various elements to make him move. :D
Indeed, well, kind of. Parts like the head will require several frames for rotating.
So far each element has its own layer and will be finished sepparately.

Which shading style are you going for at the end ? GUilty Gear X style, or rather KOF12 (or another) ?
Apparently this will end up looking like GG. What I noticed, and like I told Rolento earlier, what will make or break this character is the quality of the sprites. Pretty much like Apocalypse or Onslaught, there's a lot more to making a character look celshaded than just adding Light/Color/Shadow, lots of antialiasing everywhere, and careful attention to detail, which is what I'm aiming for.
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Re: Just a Leg
#17  February 05, 2010, 04:14:30 am
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looking sexy so far :thumbsup:
Re: Just a Leg
#18  February 06, 2010, 04:14:52 am
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Apparently this will end up looking like GG. What I noticed, and like I told Rolento earlier, what will make or break this character is the quality of the sprites. Pretty much like Apocalypse or Onslaught, there's a lot more to making a character look celshaded than just adding Light/Color/Shadow, lots of antialiasing everywhere, and careful attention to detail, which is what I'm aiming for.

that's completely not the case, at least not wiht the blazblue sprites, they kinda went cheap on detail expecting the resolution and animationto fix t, which it did.
Re: Just a Leg
#19  February 06, 2010, 12:07:27 pm
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Raymond there is lo-res though, no shortcuts!
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Last Edit: February 06, 2010, 12:19:51 pm by PotS
Re: Metal Gear Ray [Sprite Test]
#20  February 09, 2010, 02:01:44 am
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Camouflage test and a little shading just cause I was bored.

I PRESENT THEE TAKUMA - THE BRAVE AND BOLD :bjugoi:

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