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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Topic: NZCR Custom SpritesPosted: 04 September 2014 at 6:38am |
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Hey Everyone,
A Naruto game for the Nintendo DS was made called Shinobi Rumble or Ninjustsu Zenkai Cha-Krush (NZC). Now, the artists on this game did a great job. The spritework is really nice and really reflects the style of the anime. However, the game itself is not the best to play. I'm making my own version with those characters, but with much better characters using the MUGEN engine. Here's an example of the sprite style from NZC: http://spritedatabase.net/files/ds/1889/Sprite/Sakura.png (It's a large sheet and there are no spoiler tags it seems) NZCR is the name of my game. NZC:Revamped :P. I realized more than once that NZC did a horrible job and giving variety to character attacks. Because of that, I have to sprite some things myself. Now, I'm not a spriter, so this is extremely difficult for me. I'm starting off with Sakura, but will be using this thread for all of my NZCR custom sprites. I'm sure there will be more in the future. Here, we have a move from a different Naruto NDS game called SND (Saikyou Ninja Daikeshu) and the NZC-styled equivalent that I'm in the process of making. I'm looking for advice on how to sprite better and make these sprites look more natural but fit the NZC style. I'm open to criticism. It's the only way one can learn from their mistakes. :) So here's Sakura's spin kick and Sweep
Edit: Edited the post with more information. Edited by kiraikenx - 04 September 2014 at 9:00am |
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DawnBringer
Commander
Joined: 11 August 2024 Online Status: Offline Posts: 568 |
![]() Posted: 04 September 2014 at 7:07am |
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JB sure PCK the YND on this AGRPQ at the PFT!
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 04 September 2014 at 7:09am |
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Originally posted by DawnBringer
JB sure PCK the YND on this AGRPQ at the PFT! Um, what? If those are acronyms, can you explain please? |
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DawnBringer
Commander
Joined: 11 August 2024 Online Status: Offline Posts: 568 |
![]() Posted: 04 September 2014 at 8:27am |
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Exactly! ;)
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 04 September 2014 at 8:31am |
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Originally posted by DawnBringer
Exactly! ;) Lol, I'm so confused... |
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DawnBringer
Commander
Joined: 11 August 2024 Online Status: Offline Posts: 568 |
![]() Posted: 04 September 2014 at 8:37am |
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Ditto!
Ok, enough torture; I was just trying to point out that your abbreviations/acronyms may be unknown to many users. If you're looking for help, always make your case as clear as possible. Edited by DawnBringer - 04 September 2014 at 8:38am |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 04 September 2014 at 8:54am |
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Originally posted by DawnBringer
Ditto! Ok, enough torture; I was just trying to point out that your abbreviations/acronyms may be unknown to many users. If you're looking for help, always make your case as clear as possible. Oh! I see now. I'm so sorry. I'm so used to using them I completely forgot that people may not know what they mean. Haha. Thank you for the lesson. :D I'll edit my post. |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 07 September 2014 at 2:17pm |
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Here are the animations in gif so you can see:
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AimlessZealot
Midshipman
Joined: 29 March 2019 Online Status: Offline Posts: 43 |
![]() Posted: 08 September 2014 at 2:07am |
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Based upon the high kick, it seems like there should be motion blur in the sweep as she spins towards the back. It is a similar rate of motion, so if one blurred, it seems odd that the other does not.
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 08 September 2014 at 5:03am |
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Originally posted by AimlessZealot
Based upon the high kick, it seems like there should be motion blur in the sweep as she spins towards the back. It is a similar rate of motion, so if one blurred, it seems odd that the other does not. I see what you mean now. Due to the odd angle (maybe), I'm not really sure how the blur would look the best. I'll experiment with some things though and post the result. Thanks for the feedback. :) |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 08 September 2014 at 2:19pm |
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I've added the blur:
I have also created a new move for Sakura, Stun Punch: ![]() Edited by kiraikenx - 08 September 2014 at 3:39pm |
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HarveyDentMustDie
Midshipman
Joined: 26 March 2024 Online Status: Offline Posts: 87 |
![]() Posted: 09 September 2014 at 6:38am |
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You have problem with timings and lack of motion. Also leg movement and their position is very strange. Here's the edit.
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 09 September 2014 at 6:46am |
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Hey, thanks for the edit. The timing you have is exactly (maybe a bit slower) what I have in my game. For some reason the exported .gif is sped up. I think the reason why I had the leg moving back like that is because she slides foward a bit during the punch. Your edit looks a lot better though. Thank you for that. :)
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 09 September 2014 at 8:28pm |
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HarveyDentMustDie, I used your edit and fixed up some things in other places. Here's the new version:
The timing is messed up again because of the program exporting the gif from game. I guess it doesn't retain the values I set for frame time. It does look a lot better though, so that's something. :) Edited by kiraikenx - 09 September 2014 at 8:29pm |
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HarveyDentMustDie
Midshipman
Joined: 26 March 2024 Online Status: Offline Posts: 87 |
![]() Posted: 11 September 2014 at 2:49am |
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You shouldn't use my edit cause it's just example not refined animation, and you should try to make your own animation based on my comment. This way you will not learn anything.
In which program are you making this? |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 11 September 2014 at 5:08am |
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Originally posted by HarveyDentMustDie
You shouldn't use my edit cause it's just example not refined animation, and you should try to make your own animation based on my comment. This way you will not learn anything.In which program are you making this? Well I used your frames, but cleaned them up and added other details in areas. The final is not just a copy of yours. The animation you did is exactly what the motion that I was looking for. I agree that just using something that someone else created is not good for learning, but at the same time, it's exactly what I was looking for, not that I was expecting anyone to do edits for me. Having that said, I couldn't pass it up, plus mine was also going in that same direction, albeit, it was far more crude than your edit. :P I'm using Photoshop CS6 currently though I recently downloaded GraphicsGale as I heard that it was geared more towards pixel art. I have no idea how to use it, so right now Photoshop is easier. |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 11 September 2014 at 8:31pm |
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I've made a new move as well, Counter:
The first two frames were sprited by me. The rest are from the official sprite sheet. They fit well together though. |
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HarveyDentMustDie
Midshipman
Joined: 26 March 2024 Online Status: Offline Posts: 87 |
![]() Posted: 13 September 2014 at 2:55am |
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"They fit well together though.
"
How can you say that? Animation is very glitchy and there's no fluid motion. Legs are twitching like crazy. If you already making animations you should make sure that it have fluid movement regardless of who made which frame. |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 17 September 2014 at 8:11am |
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I think it's the .gif repeating that's making it look that way. The animation starts with the legs spread and bend like that having the hands down and in front of her face.
The timing is like this: 5 -> 20 -> 4 -> 3 -> 4 -> 5 Where those numbers are in ticks of the game. Maybe it would help to post a short video or gif of her in game doing the move? See, when I export the gif from the development program I'm using it just repeats like that and there's nothing I can really do about it. When the animation is done, she goes to her standing animation. |
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Hamenopi
Seaman
Joined: 17 September 2014 Online Status: Offline Posts: 8 |
![]() Posted: 17 September 2014 at 8:36am |
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You could always reverse the frames after the last one.
Kinda like this: 1,2,3,4,5,5,4,3,2,1 That way it's circularly fluid and doesn't look spazzy on the reset. |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 17 September 2014 at 8:48am |
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Not really. See, the first two frames have to be timed that way because it's a counter. If the enemy hits her on the second frame, she follows up into an attack animation. What you see is basically her recovering from the counter animation to go to her stand animation. Here I split the frames, so you can get a better idea:
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 10 October 2014 at 6:59pm |
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Hey everyone, It's been a while since I posted something here, so I have my latest work for you here:
Having that said, allow me to explain it. Basically, there will be an effect over his third frame that will be like a poof. The Poof will mask him going underground. The hand comes out, grabs the enemy and pulls them underground too. I haven't sprited a recovery for him yet. |
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HarveyDentMustDie
Midshipman
Joined: 26 March 2024 Online Status: Offline Posts: 87 |
![]() Posted: 11 October 2014 at 5:27am |
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"Poof" will not fix lack of frames. Here you have only 2 frames before he disappears. Problem is, second of these two frames is not key frame but in between frame, so when you remove next important frame from that movement, you have nothing. You need to show him with his fist near the ground to tell the story.
This will sound harsh, but you can't make good animation without any knowledge about animations overall. I suggest that you find and read "The Animator's Survival Kit - Richard Williams" |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 11 October 2014 at 12:38pm |
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That's exactly how the game does it though. See, this move was inspired from a real game called Clash of Ninja, where he does the same move. I captured all the frames and this that frame is where he ends it as you see in my animation. If the game actually had his fist to the ground, I would have done a frame for that too.
No, it doesn't sound harsh. It's perfectly logical. I'm not an animator or a spriter, have no background in art whatsoever... but that's why I come to these places for advice :P Alright, I'll look for it. Thank you. Edit: Here's an update with an extra frame: ![]() Edited by kiraikenx - 11 October 2014 at 2:49pm |
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Limes
Commander
Joined: 15 September 2021 Online Status: Offline Posts: 683 |
![]() Posted: 11 October 2014 at 5:01pm |
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Hand doesn't come up enough, Unless his intention is to bust the other players big toe. Also it could probably only be one frame of the hand bursting out of the ground.
Edited by Limes - 11 October 2014 at 5:01pm |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 11 October 2014 at 5:06pm |
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Originally posted by Limes
Hand doesn't come up enough, Unless his intention is to bust the other players big toe. Also it could probably only be one frame of the hand bursting out of the ground. He grabs the enemy's ankle and pulls them down to him. In the original, his arm comes out to about his elbow, so I tried to copy the same thing, though the scale between the two styles, 3D and 2D, make it a bit hard to see. |
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Limes
Commander
Joined: 15 September 2021 Online Status: Offline Posts: 683 |
![]() Posted: 11 October 2014 at 5:09pm |
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Oh, so that is why his hand isn't clenched into a fist, Makes sense. Shan't not have doubted your animating superiority.
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 11 October 2014 at 5:16pm |
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Originally posted by Limes
Shan't not have doubted your animating superiority. Dude, no need to be like that. I'm here to learn. I'm just saying what's what. Not trying to justify anything. Just saying the reason I did things the way I did. I felt it needed an explanation. Sorry for coming off rude to you if that's the case. :S Edit: Here's an awkward example of it right before he grabs them: http://prntscr.com/4vatsd Edited by kiraikenx - 11 October 2014 at 5:18pm |
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Limes
Commander
Joined: 15 September 2021 Online Status: Offline Posts: 683 |
![]() Posted: 12 October 2014 at 9:41am |
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No you misunderstood me. no sarcasm there lol, you did not come off rude at all. I really like these animations :). Sorry if that came off wrongly, It was meant to be "funny"
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 12 October 2014 at 10:40am |
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Originally posted by Limes
No you misunderstood me. no sarcasm there lol, you did not come off rude at all. I really like these animations :). Sorry if that came off wrongly, It was meant to be "funny" Oh, haha. Alright, cool. Well, thanks then. :) |
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kiraikenx
Seaman
Joined: 18 January 2017 Online Status: Offline Posts: 20 |
![]() Posted: 15 October 2014 at 3:19pm |
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Alright, I'm back and have been trying to improve. I took a different approach to this one:
It's just a slash, but it's completely custom and from scratch. I focused on the animation on this first by creating a stick figure that resembled his motion and what looked natural. Then I went back and sprited the character around that. P.S. Harvey, I actually did buy that book as an app for my iPad. I read through a few chapters. I'll continue reading through it, but so far it's really good. |
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