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Metal Gear Ray [Sprite Test] (Read 8885 times)

Started by Bastard Walt, May 13, 2008, 03:32:08 am
Re: Metal Gear Ray [Sprite Test]
#21  February 09, 2010, 02:12:39 am
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Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: Metal Gear Ray [Sprite Test]
#22  February 10, 2010, 09:57:49 am
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some of those parts actually finished? *to give you a feedback.
about the style... witch one are you trying to use or is more like free style?

for some reason the sprite head lose perspective (pic head got it)..maybe the helmet, his left side, the angle.
uhmmm, his ligh chin is wrong.

How many colors are you thinking to use on it?
Re: Metal Gear Ray [Sprite Test]
#23  February 10, 2010, 11:20:49 pm
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About how many colors, well, I don't know. I didn't actually plan any limitations, I'd like to keep as many separated colors as possible. I guess the inherent properties of working at this resolution is that I really need to use a tone for antialiasing between each main shade, so ... so far it's:

- Metal parts (6 tones): Light shade + Antialias + Main Color + Antialias + Shadow + Outline
- Camouflage (4 tones): Outer antialias + Main Color + Antialias + Shadow
- Brown Joints (4 Tones): Outline + Main Brown + Antialias + Light shade

About the perspective issues you mention, I respectfully disagree, I traced over the image, and I don't think I'm finished cleaning lines, which might end up getting rid of the slight displacement that could be barely perceived. I don't think I uderstood what you meant with "his ligh chin is wrong"
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Re: Metal Gear Ray [Sprite Test]
#24  February 11, 2010, 12:28:46 am
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I don't think I uderstood what you meant with "his ligh chin is wrong"
I think he means that the shading/lighting of his "chin" (nose, whatever) is not good. Actually, from the photo, the lighting is bigger when close to the eyes, and goes smaller as you reach the bottom of the nose.
Re: Metal Gear Ray [Sprite Test]
#25  February 11, 2010, 02:30:35 pm
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Yes Cybaster, exactly.
Walt, as you know, you need to be sure where is come from his light source. Even more if you will make the whole rotation head sprite set.

Dont forget change the pallette color for the final vertion. Right now the armor it doesnt feel like iron (i know, still wip but i think a right color palette can help to make the effect right)

Hope to see the final vertion.

Sorry for my english.
Re: Metal Gear Ray [Sprite Test]
#26  July 03, 2011, 11:03:26 am
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Re-visited because I figured out a way or replacing colors in many areas without having to redraw + I think that's the final verson of what I'll be using as the head.


"We live in a world of perpetual outrage"
Last Edit: October 11, 2013, 05:17:12 pm by walt
Re: Metal Gear Ray [Sprite Test]
#27  October 11, 2013, 05:16:57 pm
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RISE FROM YOUR GRAVE

The more I kept retouching the sprite above, the more I realized I didn't have any good references for the other arm ... I'm seriously thinking about ditching that test, and maybe go with another model .. hohoho





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Last Edit: January 21, 2014, 08:53:01 pm by walt
Re: Metal Gear Ray [Sprite Test]
#28  January 21, 2014, 08:52:46 pm
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"We live in a world of perpetual outrage"

DMK

Re: Metal Gear Ray [Sprite Test]
#29  January 21, 2014, 09:06:38 pm
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That looks amazing. I would have to run through quickly if I can't get saves online, plant saves in different parts to go back and get new screens would also smart I suppose.

Few other things and sorry if I making this out to be a hassle of any sort because the highest quality picture counts here, what would be the best way of saving them file type wise? At the moment I really have nothing on this computer besides MSpaint to save them into(I use it to browse and play games mainly). Finally about sending them to you? I got 7zip to compress them together and send if that would be an option.

Again, sorry for so many questions that are probably well known things.
Re: Metal Gear Ray [Sprite Test]
#30  January 21, 2014, 09:12:39 pm
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MSPaint works wonders, just save as BMP and PNG. It can then be compressed with IrFanView (this program is awesome for compression, you don't even know, and it's super light)

If you want to be a part of this, just ask yourself of what Stage you'd like to see, and take pictures of it, there's no science behind it :P

Spoiler, click to toggle visibilty
"We live in a world of perpetual outrage"
Last Edit: March 11, 2014, 10:28:49 pm by walt

DMK

Re: Metal Gear Ray [Sprite Test]
#31  January 21, 2014, 09:19:29 pm
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Gotcha. I just like to make sure I get things right is all. Hopefully I can get it to run and get some good shots then.
Re: Metal Gear Ray [Sprite Test]
#32  January 21, 2014, 09:45:35 pm
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I just can't bring myself to like this MG-Ray anymore when the Desperado version looks so much better and more badass lol. Fucking plasma cannon.
pls
Re: Metal Gear Ray [Sprite Test]
#33  January 21, 2014, 10:09:46 pm
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Actually, spritewise it shouldn't be too different, when/if I finish it. A palette sepparation could do the trick.

Also, the Machine Gun Turrets located on Hip/Legs and Shoulders could make up for pretty good 1-on-1 gameplay. It's pretty much the hacks Ray needed to make more sense, otherwise he'd be a sitting duck.

The original Water Cutter could be differentiated from the Plasma Cannon by a palette swap + an alternative aura spark around it.

I hope I had the time/tools/knowledge to make this happen, I pretty much have it all planned :S
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Re: Metal Gear Ray [Sprite Test]
#34  January 21, 2014, 10:15:17 pm
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That floor really clashes with the main BG, are you going to edit it somehow to go with it?
Re: Metal Gear Ray [Sprite Test]
#35  January 21, 2014, 10:21:17 pm
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With the appropriate Brightness/Contrast/Midtones ajustment + some hue applied to both layers, it should look a lot better.

Then again, those were just some concepts to start visualizing what I wanted, they're far from being final :P
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Re: Metal Gear Ray [Sprite Test]
#36  January 21, 2014, 10:29:24 pm
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Some more duller coloring will do the trick, cause the floor is pretty colorful compared to the background. With some hue modifications as well.
Re: Metal Gear Ray [Sprite Test]
#37  January 21, 2014, 10:32:19 pm
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This is a quick example of how reducing contrast helped make the foreground blend better with the BG.



Edit: Example with Hue Applied
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Last Edit: January 21, 2014, 10:48:53 pm by walt
Re: Metal Gear Ray [Sprite Test]
#38  January 22, 2014, 02:51:33 pm
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That looks a lot better
Metal Gear R*
#39  October 29, 2014, 05:46:05 pm
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* Looking for a coder interested in teaming up to bring these superb mechs to life as Giant Bosses.

I stumbled upon these 2 masterpieces in the interwebs in the past few weeks:

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Re: Metal Gear Ray [Sprite Test]
#40  October 29, 2014, 05:51:45 pm
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those two are awesome really wish that someone help you
good luck