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kiraikenx
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Quote kiraikenx Replybullet Topic: NZCR Custom Sprites
    Posted: 04 September 2014 at 6:38am
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
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Quote DawnBringer Replybullet Posted: 04 September 2014 at 7:07am
JB sure PCK the YND on this AGRPQ at the PFT!
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kiraikenx
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Quote kiraikenx Replybullet Posted: 04 September 2014 at 7:09am
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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Quote DawnBringer Replybullet Posted: 04 September 2014 at 8:27am
Exactly! ;)
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kiraikenx
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Quote kiraikenx Replybullet Posted: 04 September 2014 at 8:31am
Originally posted by DawnBringer

Exactly! ;)

Lol, I'm so confused...
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Quote DawnBringer Replybullet Posted: 04 September 2014 at 8:37am
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
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Quote kiraikenx Replybullet Posted: 04 September 2014 at 8:54am
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
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Quote kiraikenx Replybullet Posted: 07 September 2014 at 2:17pm
Here are the animations in gif so you can see:

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AimlessZealot
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Quote AimlessZealot Replybullet Posted: 08 September 2014 at 2:07am
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
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Quote kiraikenx Replybullet Posted: 08 September 2014 at 5:03am
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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Quote kiraikenx Replybullet Posted: 08 September 2014 at 2:19pm
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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Quote HarveyDentMustDie Replybullet Posted: 09 September 2014 at 6:38am
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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Quote kiraikenx Replybullet Posted: 09 September 2014 at 6:46am
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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Quote kiraikenx Replybullet Posted: 09 September 2014 at 8:28pm
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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Quote HarveyDentMustDie Replybullet Posted: 11 September 2014 at 2:49am
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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Quote kiraikenx Replybullet Posted: 11 September 2014 at 5:08am
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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Quote kiraikenx Replybullet Posted: 11 September 2014 at 8:31pm
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
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Quote HarveyDentMustDie Replybullet Posted: 13 September 2014 at 2:55am
"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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Quote kiraikenx Replybullet Posted: 17 September 2014 at 8:11am
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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Quote Hamenopi Replybullet Posted: 17 September 2014 at 8:36am
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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Quote kiraikenx Replybullet Posted: 17 September 2014 at 8:48am
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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Quote kiraikenx Replybullet Posted: 10 October 2014 at 6:59pm
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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Quote HarveyDentMustDie Replybullet Posted: 11 October 2014 at 5:27am
"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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Quote kiraikenx Replybullet Posted: 11 October 2014 at 12:38pm
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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Quote Limes Replybullet Posted: 11 October 2014 at 5:01pm
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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Quote kiraikenx Replybullet Posted: 11 October 2014 at 5:06pm
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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Quote Limes Replybullet Posted: 11 October 2014 at 5:09pm
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
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Quote kiraikenx Replybullet Posted: 11 October 2014 at 5:16pm
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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Quote Limes Replybullet Posted: 12 October 2014 at 9:41am
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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Quote kiraikenx Replybullet Posted: 12 October 2014 at 10:40am
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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Quote kiraikenx Replybullet Posted: 15 October 2014 at 3:19pm
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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