Art Some pixels I want to show you

The thread is some time of visual artwork like sketch, painting, or sprite work.
kimono said:
I just added one frame on Fog rise anim that didn't exist in the original.
kcr7kZw.png

Miru: I'll take care of the lowercase Sega fonts later but I think this is not a great deal.
Now, the letters can shine like the SEGA logo (I will change the coloration of the letter W :) ) :
a8bBAYd.gif

I hope #, & and ? are better like this  8).

I love the result so much... Would be pleasing to use him as a character! 8)

It really Make's me want to make my custom character based on Soozie/Garnet + many Blaze bases I think...
But I know I cannot code her anyway.
 
kimono said:
O Ilusionista: Thank you, that's so bad that I've got less time to draw...
Kratus: Thank you for adding thes place for custom characters. Do you the playable version of SOR3 Electra can be replaced by Elle who is far more complete?
The same for Macleod, Kusanagi, Tiger...
maxman: Thanks, maybye I will use them for another stories, who knows :).
Just a quick look of a new character that will be added to Street of Nightmare named Thriller (this is just a wip):
w8Rbag4.jpg

XTaCVmN.png


"This michael zombie" spritesheet look amazing, did you release streets of nightmare or you are still completing it?
 
This Thriller character will be playable in Nightmare mod. I'm still working hard on it to share a scenario in high quality. I wish that someone make a game play later with Moonwalker and Thriller as npc ally when it's finished 😉.
 
kimono said:
This Thriller character will be playable in Nightmare mod. I'm still working hard on it to share a scenario in high quality. I wish that someone make a game play later with Moonwalker and Thriller as npc ally when it's finished 😉.

I will make a walkthrough of Sor 2x in the future and when you release your mod i will make one for it too.
Will these two characters get added as custom characters for Sor 2x? Or they will be exclusive of your mod?
 
Kratus said:
What do you think of replacing the original characters with these ones? I'm always thinking that Elle can be a good Electra in your game. She is finished, she just need some color adjustements in some frames

kimono
Your Elle is awesome character and you've done a great job my friend. But if I start to replace original characters with custom versions the game will start to lose its purpose.

However, a great job like yours deserves a space in the game and this is why I'm making a custom playable characters mode. Another idea that I'm working on is about to add "custom stages" to make connections between some levels (like SORR), and even if I don't replace original characters by custom versions, we can add all them as a new characters here.

Your view of the situation breaks my heart XD.


These custom versions of the characters look really good, why left the original sprites instead of using Kimono sprites in the different routes of the game?

Its like Sorr situation but in inverse mode XD. i mean, SORR added a lot of moves for all characters and improved sprites, but stayed purist with the classic gameplay (aside guns addition)

And you with SOR 2X added new (great) gameplay mechanics but you want to stay with the classic (worse) sprites with less moves and frames of animation.

I know that its your game and your choice is "THE CHOICE" , and i dont want to sound as im telling you what to do, but i think that you are missguided with this. i feel this as a missed opportunity of improving the general quality of the game.


Think about this:

Sorr without the new sprites of stages and characters would be no more than a native pc port of the streets of rage saga (if you dont count the remastered music).
What makes SORR good is the new and improved content (sprites more than anything) that enabled bombergames to add new routes and moves for all characters.

What makes Sor 2x good are the new gameplay mechanics, but with a lot of new and good sprites, would destroy Sorr (not trying to start a conflict, but its the truth)
 
pepodmc
Its like Sorr situation but in inverse mode XD. i mean, SORR added a lot of moves for all characters and improved sprites, but stayed purist with the classic gameplay (aside guns addition)

And you with SOR 2X added new (great) gameplay mechanics but you want to stay with the classic (worse) sprites with less moves and frames of animation.

No problem man, I totally understand your point. What you said above is exactly the SOR2X's focus.

But I didn't discard the custom sprites, I made a special place for them at the custom character select. Another thing I said before, these custom characters can be placed in custom stages with no problem (like SORR), but I think that replacing original characters in original stages may not be a good choice. I only replaced Harakiri because the stage 6 bosses are repeated.

In addition, I'm planning to add some of kimono custom characters as sub-bosses in some places, because it is an "addition" and not a "replacement".

And after all original trilogy content is made, I will dedicate all the time to improve and update the game with new content but first I need to have a solid base game finished to work on it.
 
Kratus said:
pepodmc
Its like Sorr situation but in inverse mode XD. i mean, SORR added a lot of moves for all characters and improved sprites, but stayed purist with the classic gameplay (aside guns addition)

And you with SOR 2X added new (great) gameplay mechanics but you want to stay with the classic (worse) sprites with less moves and frames of animation.

No problem man, I totally understand your point. What you said above is exactly the SOR2X's focus.

But I didn't discard the custom sprites, I made a special place for them at the custom character select. Another thing I said before, these custom characters can be placed in custom stages with no problem (like SORR), but I think that replacing original characters in original stages may not be a good choice. I only replaced Harakiri because the stage 6 bosses are repeated.

In addition, I'm planning to add some of kimono custom characters as sub-bosses in some places, because it is an "addition" and not a "replacement".

And after all original trilogy content is made, I will dedicate all the time to improve and update the game with new content but first I need to have a solid base game finished to work on it.

Can you make that, when you play rebellion mode (to ´play with custom characters)  you can play the original stages against the same waves of enemies (in terms of quantity and position) but against the custom kimono versions of the enemies?

That would be good because the stages in normal mode will be intact.
And rebellion mode would let you play the same stages (and against the same quantity and position of enemies) but with the waves of enemies composed by improved enemies (larger spritesheet, more moves,etc)

 
pepodmc
Can you make that, when you play rebellion mode (to ´play with custom characters)  you can play the original stages against the same waves of enemies (in terms of quantity and position) but against the custom kimono versions of the enemies?

That would be good because the stages in normal mode will be intact.
And rebellion mode would let you play the same stages (and against the same quantity and position of enemies) but with the waves of enemies composed by improved enemies (larger spritesheet, more moves,etc)

Yes, it is totally possible to make a separate mode to play against those custom enemies, very good idea  ;)
 
Kratus said:
No problem man, I totally understand your point. What you said above is exactly the SOR2X's focus.

But I didn't discard the custom sprites, I made a special place for them at the custom character select. Another thing I said before, these custom characters can be placed in custom stages with no problem (like SORR), but I think that replacing original characters in original stages may not be a good choice. I only replaced Harakiri because the stage 6 bosses are repeated.

In addition, I'm planning to add some of kimono custom characters as sub-bosses in some places, because it is an "addition" and not a "replacement".

And after all original trilogy content is made, I will dedicate all the time to improve and update the game with new content but first I need to have a solid base game finished to work on it.

I love all these ideas, so cool thanks a lot :)
Playing SOR 1 2 3 ans custom new roads with new ennemies in the same game  ;D
I love the kimono custom ennemies too ...
 
Just a quick look at Raven who's got a new grab finish elbow attack, a basic punch attack and a jump attack:
70buR4n.png

TyIZnM3.png

The special attack is a combo between low, middle and high kick.
 
kimono nice work. There is a traditional muay thai move that you could add to him, since you are half done: a knee strike and an elbow strike at the same time.

You almost have it already, but you would need to make him using the arm on the same side of his knee - mix the block with the run attack :)

If I am not wrong, SF Adon has this move .

Edit: see the line with "end here for level 1"
https://spritedatabase.net/file/198

This is another great idea:
adon-crunch.gif
 
Too OP for me cause Raven has complete set of attacks (combo, mid range attack, grab and upper) without projectile and he can block. That's almost equal to Barbon who has throw instead of grab.

Unless, Raven is edited to be a boss. Like Abigail who is edit of Andore.
 
I updated in the post above the spritesheet with more colours and some alternates palettes; the bare torso palette suggestion should be just ok like this.

O Ilusionista: Thanks! Initially, I simply wish to make a run attack with a two hit combo (knee then jump attack) but another elbow move is a great idea  8) .
Miru and Bloodbane: Thanks guys. I'm agree with Bloodbane shouldn't have a projectile for now (maybye later, who knows?).

I'll edit the spritesheet with a throw and an elbow attack that I will integer to runattack.
 
Great initiative, kimono!

At first sight, I think punch et jump can be improved. The forearm is too quickly in a horizontal mode. About the first picture jump, the back should be straight. IMO it's the case for the first picture elbow too.
 
16-bit Fighter : Thank you for your advice, I will change these moves.
What's new? (see a few posts higher) :
- Now the second arm appears to low, middle and high kick
- Jump anim modified
- Added a (first) frame to elbow finish attack
- New frame to basic punch (will be used for a taunt move in idle anim)
- New diving elbow in runattack
- New sweep throw

I think Raven can be a good playable and almost midboss character :) .


 
Help! I've got robot parts everywhere! Thank pepodmc for providing the original sprites.
P-1 is revised with:
- Extended idle and run attack
- Basic attack combo
- Grab attacks
- A jump attack
z1M48JU.png

TgvZOUe.png
 
kimono said:
Help! I've got robot parts everywhere! Thank pepodmc for providing the original sprites.
P-1 is revised with:
- Extended idle and run attack
- Basic attack combo
- Grab attacks
- A jump attack
1ezSN3T.png

w8H5cOZ.png

Looks good  8)
 
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