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Re: A2MBXT - Graphics

Posted: 13 Aug 2015, 21:53
by WestonSmith
Ah, fantastic. Those be some nice looking balls of yarn.

Re: A2MBXT - Graphics

Posted: 18 Aug 2015, 13:38
by Heraga
I guess I should ask here: Does anyone have the sprites for Demo's Sibling that appeared in A2XT E1?
I'm planning on having all the siblings playable for my Fangame (Project Demo) so I'd be nice to get my hands on these sprites.

Re: A2MBXT - Graphics

Posted: 19 Aug 2015, 02:37
by 7NameSam
Does anybody know where I can get a shampoo bottle sprite?

Re: A2MBXT - Graphics

Posted: 19 Aug 2015, 02:57
by Willhart
7NameSam wrote:Does anybody know where I can get a shampoo bottle sprite?
Here are some. The Google search allows searching images by size, which is one way to find small images that can be used as sprites. You could also use something else like a potion for it.

Re: A2MBXT - Graphics

Posted: 31 Aug 2015, 20:29
by Ittababy
So at the bottom of this page, I made a little place to put the more important sprites, like major characters who should be standardized for everyone without having to go through this whole board.
Mostly for uncles and siblings and other 'setting' things.
Aaaaanyone want to add their stuff to it? >w>;

Re: A2MBXT - Graphics

Posted: 31 Aug 2015, 21:14
by SAJewers
I ended up moving it to the top, since most of that page was moot anyway.

Since we're on that topic, maybe we should talk about potential character additions, since as idea floated around for the raocoin shops was additional characters that replaced the current 5.

Re: A2MBXT - Graphics

Posted: 01 Sep 2015, 01:47
by Mabel
If additional characters are ever a thing, Calloeca as Peach/kood and Pily as Toad/rao should be a thing.

Re: A2MBXT - Graphics

Posted: 01 Sep 2015, 02:46
by SAJewers
I can't find it now, but someone had already made (or started to make) Pily Sprites to replace Demo.

Anyway, some ideas:

Demo -> Pily

raocow -> pholtos

raocow -> luigi (drama mistery)

Sheath ->Brake

Iris -> Maybe one of the uncles?


I'm sure there's other characters in the Demo/raocow universe that we can use

Re: A2MBXT - Graphics

Posted: 01 Sep 2015, 04:05
by Ittababy
Also: since all the crazy lua chicanery is advancing so fast, it's only a matter of time before new power-ups are a thing. So here we are:

Shell Demo
[attachment=0]Demoshell.png[/attachment]

Basically pressing alt-jump would send you into a rainbow shell without having to carry it around.

Re: A2MBXT - Graphics

Posted: 04 Sep 2015, 17:54
by Rixithechao
Remember that old Uncle Pumpernickle sprite I made a while back? Here's a cinematX sheet of him.

[attachment=1]pumpernickle.png[/attachment]


Sprite is 64x40. It's a png because upcoming versions LunaLua will support them in place of the two gifs.

Pre-0.0.8 animation data table:

Code: Select all

	animData_Pumpernickle = {}
	animData_Pumpernickle[cinematX.ANIMSTATE_NUMFRAMES] = 40
	animData_Pumpernickle[cinematX.ANIMSTATE_IDLE] = "0-0"
	animData_Pumpernickle[cinematX.ANIMSTATE_TALK] = "7-13"
	animData_Pumpernickle[cinematX.ANIMSTATE_WALK] = "16-21"
	animData_Pumpernickle[cinematX.ANIMSTATE_RUN] = "16-21"
	animData_Pumpernickle[cinematX.ANIMSTATE_JUMP] = "24-24"
	animData_Pumpernickle[cinematX.ANIMSTATE_FALL] = "27-27"
	animData_Pumpernickle[cinematX.ANIMSTATE_DEFEAT] = "3-4"
	animData_Pumpernickle[cinematX.ANIMSTATE_ATTACK1] = "30-37"
EDIT: Here's a package with the sheet and animdata file for v0.0.8.
cinematX_Pumpernickle.zip
(20 KiB) Downloaded 71 times

Re: A2MBXT - Graphics

Posted: 14 Sep 2015, 19:44
by SAJewers
Might be an odd request, but could someone make a spaceship spritesheet that replaces toad-2 (Big raocow)?

Maybe use this graphic:

Image

Re: A2MBXT - Graphics

Posted: 15 Sep 2015, 11:25
by WasabiJellyfish
So I was thinking I would make some Persona/Visual Novel-esque images for the characters that people could use in cutscenes and stuff for their levels! Here's a quick like 10 min very rough Iris to show what kind of thing I mean:
Image


If anyone is interested let me know. I can make a ton of different expressions and stuff too!

Re: A2MBXT - Graphics

Posted: 15 Sep 2015, 13:49
by Willhart
WasabiJellyfish wrote:So I was thinking I would make some Persona/Visual Novel-esque images for the characters that people could use in cutscenes and stuff for their levels!
I actually liked a lot that upscaled style from A2XT cutscenes, though having more of those EOW 6 style things could be nice too. It might cause some disconnect from the game though.

Re: A2MBXT - Graphics

Posted: 15 Sep 2015, 23:39
by WasabiJellyfish
Willhart wrote:
WasabiJellyfish wrote:So I was thinking I would make some Persona/Visual Novel-esque images for the characters that people could use in cutscenes and stuff for their levels!
I actually liked a lot that upscaled style from A2XT cutscenes, though having more of those EOW 6 style things could be nice too. It might cause some disconnect from the game though.
Yeah those do work for the action cutscenes and stuff, they give them a cute little style. I was thinking mainly when like maybe a lot of talking is happening so people could more easily register who is who just to give it a tiny bit more polish. Or conversely if people want to make like a dating sim kind of level I think those graphics would work great,

Re: A2MBXT - Graphics

Posted: 16 Sep 2015, 20:08
by Voltgloss
WasabiJellyfish wrote:So I was thinking I would make some Persona/Visual Novel-esque images for the characters that people could use in cutscenes and stuff for their levels! Here's a quick like 10 min very rough Iris to show what kind of thing I mean:
Man, without her feet showing, I think Iris strongly resembles a cobra. That's not intended as a criticism of the art - that's just how I think she looks.

Though I wonder if it's a consequence of how the white band is depicted on her shirt/robe/whatever? The patterning suggests scales to me.

Re: A2MBXT - Graphics

Posted: 19 Sep 2015, 05:13
by WasabiJellyfish
Voltgloss wrote:
WasabiJellyfish wrote:So I was thinking I would make some Persona/Visual Novel-esque images for the characters that people could use in cutscenes and stuff for their levels! Here's a quick like 10 min very rough Iris to show what kind of thing I mean:
Man, without her feet showing, I think Iris strongly resembles a cobra. That's not intended as a criticism of the art - that's just how I think she looks.

Though I wonder if it's a consequence of how the white band is depicted on her shirt/robe/whatever? The patterning suggests scales to me.
Haha I think it might be the brush messing up giving it that scale effect, I don't actually know how that happened though tbh but I did do it fairly quickly cause I forgot she had the white thing on her too. I think the other cobra thing might be because I still gave her shoulders even though she has no arms.

Re: A2MBXT - Graphics

Posted: 20 Sep 2015, 13:09
by WasabiJellyfish
Is there any way to change how the layout for player characters are? Or to give them more frames/bigger boxes?

Re: A2MBXT - Graphics

Posted: 20 Sep 2015, 15:05
by 7NameSam
How do I edit player sprites well?

Re: A2MBXT - Graphics

Posted: 21 Sep 2015, 04:17
by WasabiJellyfish
Quick little graphics swap of link/sheath with Uncle Broadsword, most of it works well except the duck slash facing left is a bit janky
(jesus christ editing player graphics is the worst)

[attachment=0]link-1m.gif[/attachment]
[attachment=1]link-1.gif[/attachment]

7NameSam wrote:How do I edit player sprites well?
I used a mix of photoshop and PGE because for some reason photoshop messes with the colours unless you put into a format that can't be turned into a gif without becoming transparent. So you have to save it as a PNG then convert it with PGE, it's kind of a mess. I can help though if you want, what were you trying to do?

Re: A2MBXT - Graphics

Posted: 21 Sep 2015, 22:04
by 7NameSam
WasabiJellyfish wrote:
7NameSam wrote:How do I edit player sprites well?
I used a mix of photoshop and PGE because for some reason photoshop messes with the colours unless you put into a format that can't be turned into a gif without becoming transparent. So you have to save it as a PNG then convert it with PGE, it's kind of a mess. I can help though if you want, what were you trying to do?
I'm trying to replace the toad sprite with a goomba.

Re: A2MBXT - Graphics

Posted: 22 Sep 2015, 06:38
by WasabiJellyfish
7NameSam wrote:I'm trying to replace the toad sprite with a goomba.
Okay I whipped this up in way too long than I'm willing to admit, hopefully it has everything you want? (It's just walking, running, jumping and crouching, if you need anything else just tell me)
[attachment=0]toad-1m.gif[/attachment][attachment=1]toad-1.gif[/attachment]

Re: A2MBXT - Graphics

Posted: 23 Sep 2015, 14:32
by Lukaz2009
Would anyone be able to point me in the direction of a tileset of a fortress that would work with a theme of it being overtaken by the forest around it? I'd like them to be similar to the SMB1 dungeon graphics, but if they aren't it isn't a deal breaker for me. I'd make them myself, but I am not a spriter in any sense of the word. Thanks in advance.

Re: A2MBXT - Graphics

Posted: 23 Sep 2015, 14:47
by Willhart
Lukaz2009 wrote:Would anyone be able to point me in the direction of a tileset of a fortress that would work with a theme of it being overtaken by the forest around it? I'd like them to be similar to the SMB1 dungeon graphics, but if they aren't it isn't a deal breaker for me. I'd make them myself, but I am not a spriter in any sense of the word. Thanks in advance.
Sednaiur has made some nice SMB1 style tilesets. You can probably find some graphics you may be missing from there, and combine them with the original dungeon/castle tileset. A ruined castle that has been taken by forest, and probably even half sunken to he ground could make for some interesting architecture.
http://www.supermariobrosx.org/forums/v ... =31&t=4907

Re: A2MBXT - Graphics

Posted: 23 Sep 2015, 15:16
by Lukaz2009
Willhart wrote:Sednaiur has made some nice SMB1 style tilesets. You can probably find some graphics you may be missing from there, and combine them with the original dungeon/castle tileset. A ruined castle that has been taken by forest, and probably even half sunken to he ground could make for some interesting architecture.
http://www.supermariobrosx.org/forums/v ... =31&t=4907
I can totally work with these. Thank you very much for helping me out.

Re: A2MBXT - Graphics

Posted: 27 Oct 2015, 18:58
by SAJewers
Rockythechao wrote:
Demolition wrote:
Rockythechao wrote:Uncle Rewind animated.
[attachment=2]npc-101m.gif[/attachment]
[attachment=3]npc-101.gif[/attachment]

I think I overdid it a teensy bit.
These are awesome, you should note though that we're trying to keep all of the sprites in same 2x pixel resolution thing so you should probably draw the other uncles smaller.
Uncle rewind would look awesome giant though and big uncle broadsword can be used in a ton of ways.
*blink*

...wait, yeah, why am I... um...

I mean, uh, *ahem* that was all part of the plan! Yes, yes, my fiendish plan to... over-complicate things and make more work for myself...? Yeah, let's go with that. Muwahahaha and whatever.

(My bad, here's a smaller Broadsword, Rewind and the others coming soon to a thread near you)
[attachment=1]broadsword.gif[/attachment]
[attachment=0]broadswordm.gif[/attachment]
Got that uncle Rewind anywhere?