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steamboy

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Messages by steamboy

    

Re: Marvel VS. Capcom 3 sprites in CPS2 style

 June 23, 2012, 06:25:08 AM View in topic context
 Posted by steamboy  in Marvel VS. Capcom 3 sprites in CPS2 style  (Started by steamboy February 20, 2011, 06:08:15 PM
 Board: Graphics

As for scale, I noticed that because there are sprites from so many different games in MvC2 that scaling a character to one sprite would make it look too big or too small with another.

The reason I didn't use MvC2 Jill as a base for the RE characters was that the majority of the characters in that game are of a bigger scale. Just take a look at the Magneto that Titiln posted for example, he's already much bigger than my Wesker. That, and also there is a new Jill in MvC3, so it kind of "trumps" the old one (for me at least).

You guys are such experts when it comes to the technicalities of sprites, I really enjoy having this kind of analysis on my stuff. Perhaps next time I will try to do something with more of a palette restriction, it will be fun!
    

Re: Marvel VS. Capcom 3 sprites in CPS2 style

 June 23, 2012, 06:15:01 AM View in topic context
 Posted by steamboy  in Marvel VS. Capcom 3 sprites in CPS2 style  (Started by steamboy February 20, 2011, 06:08:15 PM
 Board: Graphics

Yeah the highlights are mostly based on magneto, and I believe doom has one as well. I put it on wesker to emphasize evilness and also because he has a shiny leather jacket. I guess another reason could be because he's dressed in all black and I wanted him to pop a little.

As for color counts and stuff, I usually make my sprites without considering the pallette at all (blasphemous I know). I guess they should be viewed more as 'pixel art' and not as sprites, although it probably wouldn't be too hard to cut some of these color counts down.
    

Re: Marvel VS. Capcom 3 sprites in CPS2 style

 June 19, 2012, 07:32:39 AM View in topic context
 Posted by steamboy  in Marvel VS. Capcom 3 sprites in CPS2 style  (Started by steamboy February 20, 2011, 06:08:15 PM
 Board: Graphics

that looks great man i was wondering are your sprites open source? im planning to make a phoenix based on your sprite and also Modok and probably rocket raccon.  :sugoi:

Totally open source, do with them as you will. Just link me in credits.
    

Re: Marvel VS. Capcom 3 sprites in CPS2 style

 June 19, 2012, 06:46:51 AM View in topic context
 Posted by steamboy  in Marvel VS. Capcom 3 sprites in CPS2 style  (Started by steamboy February 20, 2011, 06:08:15 PM
 Board: Graphics

Here are the MvC3 sprites I did a while back. I finally posted them, although they didn't actually make it into the MvC Artbook:

Individual sprites can be found on my DA page: http://steamboy33.deviantart.com/

    

Re: SFIII HiDef Sprites

 April 10, 2012, 06:44:47 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Tried out the APNG stuff. Very awesome! It only works on certain browsers though.

Works - Firefox, Opera
Works (with add-on) - Chrome
Doesn't work - IE, Safari

Also, I tried compiling it with the source images (which are double the size of the ones i've been posting), and the compiler I was using wouldn't compile at that size.

Anyway, here are the  results!!

http://dl.dropbox.com/u/1511999/akumaapng.png
http://dl.dropbox.com/u/1511999/alexapng.png
http://dl.dropbox.com/u/1511999/chunapng.png
http://dl.dropbox.com/u/1511999/kenapng.png
http://dl.dropbox.com/u/1511999/ryuapng.png
    

Re: SFIII HiDef Sprites

 April 09, 2012, 06:30:15 PM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

you can always try aPNG format instead of GIF , is waaay better , no color loss. Alex looks amazing , Any chances for Ibuki ?  :sugoi:

Is there a way to save animations in PNG that will play in a browser? I will look into it.
    

Re: SFIII HiDef Sprites

 April 09, 2012, 07:34:18 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Here's Alex!

This one was really hard, there were a lot of moving parts and some areas didn't turn out as well as I wanted.

Also, got killed by gif compression on the bandana :p

    

Re: SFIII HiDef Sprites

 April 02, 2012, 09:47:35 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

I told myself I wouldn't do anymore, but I started Alex anyway :P

    

Re: SFIII HiDef Ryu Sprite *added process images*

 April 02, 2012, 02:46:47 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Added Akuma:

    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 29, 2012, 08:27:06 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Any chance of Akuma and Sean? Might as well finish off the shotos since they're just headswaps.

Or I mean Akuma has the belt but it's not THAT important.

Actually Akuma has slightly longer ripped sleeves, the belt, the sandals and the necklace. I will probably still do it though, but maybe later, busy with other stuff atm.
    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 26, 2012, 08:01:31 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

The 256 color limitation of GIFs starts to show in this one.

Also, for Chun Li I chose not to follow the color palette of the Ikeno character art as closely. I feel that he went too saturated with the skin tones and the blue on her dress didn't have that silky glean to it, so I tweaked them a little.


    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 25, 2012, 06:03:57 PM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Steam Boy, I know that making a full sprite set would be too time consuming, but have you ever considered doing a full stage with your sprites? Something like recreations of old sf classic stages , like Australia or something could be animated gorgeously. ( and you could even use them to setup a fakeshot with those hd sprites)

I was thinking about this recently, but I don't know if I'll have the time to do a whole stage honestly. Great idea though.
    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 25, 2012, 08:20:13 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Finished the rendering:

    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 25, 2012, 12:00:35 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

kind of off topic but did you ever do more mvc3 sprites?

Actually I did, I finished all the characters except the ones that already exist in sprite form and Galactus, even the Ultimate MvC3 ones.

I can't post them yet because they are going to be in a piece for Udon's upcoming MvC artbook. It comes out this summer, so once it's out, I will post the rest.
    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 24, 2012, 07:40:10 PM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Yeah these are just for fun.

A full sprite sheet wouldn't be feasible because this method only works with non-rotating moves like idles.

A hurricane kick would require drawings for almost every frame, which I'm not going to do.

Idles like Elena and Dudley which involve a lot of movement in the legs would probably not work either.
    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 24, 2012, 07:29:05 PM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

I started Chun Li

    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 24, 2012, 02:54:19 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Yeah I was thinking of giving him a smirk, but it kinda looked weird when I put it on him.

The sprite has the angry mouth and even in SF4 they didn't give him a grin. Although maybe I could neutralize the expression slightly so he's not AS pissed off as Ryu.
    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 23, 2012, 07:28:45 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Here's finished Ken.

I also updated Ryu on the first post so that the artifacts are gone. Although the borders are always going to have white jaggies. It's too time consuming to get rid of those, considering I'm working with anti aliased images.

    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 23, 2012, 04:44:46 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Yeah those are artifacts from the feet layer that I keep forgetting to remove. Thanks for reminding me.
    

Re: SFIII HiDef Ryu Sprite *added process images*

 March 22, 2012, 03:54:52 AM View in topic context
 Posted by steamboy  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 AM
 Board: Graphics

Btw if any of you guys are interested in trying out aftereffects, this is a good resource to get you started with character animation: http://www.sketchypictures.com/tag/make-cartoon-in-ae/

Doing "sprites" in this way is not really conducive to making a game, actually. This method is more of a visual way to make characters move and would definitely fall apart if tried to use as a traditional sprite with palettes etc. But it's great for making animations!