Art Some pixels I want to show you

The thread is some time of visual artwork like sketch, painting, or sprite work.
Thanks all for your comments and I'm glad that you like this foot grab idea for P-1 Robot :).
Abadede is almost complete and fully recolored, just a quick look:
tCGCLG1.png

wiAk8N6.png

What is the program?
- Recycled sprites for idle
- New jump anim and some new jumpattacks
- Anim roll / dodge
- Added one frame to bottle opener grab attack and a new grab finish
- New front slam and vault

I am open for all suggestions about his special attack and rage.
 
Special Attack could be a jumping drill kick.

Rage could be a fireball shot from his mouth.
 
Looks good. here are my suggestions (just opinions, as always):

I would have left the combo alone, and let him keep a 1-1-2 pattern like the AI does. Then I'd use the uppercut as his Forward special, with a very high reaching hitbox and strong lift effect. That's pretty much what the AI does, so why change it? Just add the things that are missing, no reason to mess with what's already there.

For his "Power Blow" (standing still Grab Attack - i.e. Axel's Headbut, Blaze's front slam, etc.), I'd look to the original Abadade in SOR1. It's rarely seen, but he can pick you up overhead with a body press. And since his design is based on The Ultimate Warrior, it makes perfect sense. Just have him left the opponent overhead, pump them up a couple of times and let them drop right behind on the Z axis. It would have less damage and splash range than his other slams, but with the advantage of longer splash damage and invincibility duration. You can use the apex sprite of defensive special for reference.

IMO, try to keep his unique mechanics. Look as his damage and the way he fights. He isn't nearly as strong as Max (His back Suplex does 32, Max's does 65, and that's not even Max's strongest attack). He clearly isn't as smart or technical as Max either. But he's annoyingly fast, lands his slams easily, jumps really far and does heavy damage on his body splash. Maybe boost his damage just a little since players do more than enemies in general, but don't make him a lumbering brute. His attacks were always kind of slow, but his walking speed should be among the fastest characters in the roster.

DC
 
Some minor fixes:
- More color separation and sprites rework
- Added one frame to special attack
- New back attack
- Some alternates palettes on the post above

Miru: A warrior scream could be nice instead a fireball, like this unused SOR1 Abadede sprite:
wX9mFrj.png

I think I will add something like this followed by runattack for the rage attack, like Kratus set.
Damon Caskey: Thanks for your advice; the playable characters have a 1 1 2 3 combo so maybye the attack3 can be one vault frame followed by back kick attack.
 
LdaWerB.png

It's Christmas before time, Milburn is here and learns some new moves when he comes out to Openbor :) :
- New attack combo
- A simple block anim
- A jump and jump attack
- Grab and grab attack
- Run attack
rpcwxzC.png

0FXRyM6.png

Milburn aka Ringmaster, Rocket Dwarf or Old man rocket is the boss of the SOR1 Master System route stage 6 (see at 35:17):
https://www.youtube.com/watch?v=hHby7-Kah7w
All the enemies that you can meet are ready and lively in SOR Nightmare :). I can prepare this stage 6 too for SOR2X 2.2.
I'm just curious of what do you think of this spritesheet? Any critcism is welcome :).
 
You are right; his clothes need a better shading. The colours are separated with the metallic bazooka, so it won't be a big problem.
I'll update his pant and shirt soon, thanks for the feedback ;)

I hope his cape his fireproof too  ;D
 
WOAW incredible it has take you many time for sure ... update the sprite and add new moves ... so excellent :)
Thanks a lot
 
Congrats Kimono! It's very refreshing to see this kind of old mini sprites get a revisited 16-bit look!

I have a few little concerns though. About the colors, I think the same as Ilu and I'm convinced the fire would be very better with a yellow center (the hotter part of a fire). I also think the rocket launcher in some sprites is not utterly straight and the rocket seems a little smooth (I don't know how exactly to say but I don't really feel a lot a metal aspect unlike the rocket laucher). Folds and creases on clothes would be a nice touch too but it's probably the most difficult thing to change.

Anyway I'll keep an eye on it and maybe I'll be able to propose modifications made by me in some aspects in order to know what you think. ;)
 
Thanks Darknior and 16-bit Fighter, it's not an easy thing to take the best part of these small sprites:
87351.png

I slightly updated the post above with:
- Last frame of grab attack revised
- New colors of the flames
- Adjust the contrast of the clothes

If you have any suggestions for the clothes and the rocket, feel free to edit the spritesheet as you wish :).
 
It's better! I even suggest you to make the fire brighter.  IMO making the core white like the original sprite would be perfect. White -> Yellow -> Orange -> Red
I think testing with the original MS colors is a good idea. A fire is powerful, using saturated colors, especially in a SOR game, should fit.
 
kimono said:
It's Christmas before time, Milburn is here and learns some new moves when he comes out to Openbor :) :
I'm just curious of what do you think of this spritesheet? Any critcism is welcome :).

Good work recreating his sprites :D

As enemy or boss, I think he won't bother getting close to do combo let alone grab but for player, that might be needed.
One attack move that he should have is shooting rocket upwards. The rocket will then fall on top of opponent. Or he could shoot multiple rockets and create rocket rain.

Oh right, he's missing special move.. hmmm... what about this: he launches upward with large flame coming out from his rocket pack on his back? the large flame is large to burn anyone close to him.
 
Bloodbane said:
- One attack move that he should have is shooting rocket upwards. The rocket will then fall on top of opponent. Or he could shoot multiple rockets and create rocket rain.
- Oh right, he's missing special move.. hmmm... what about this: he launches upward with large flame coming out from his rocket pack on his back? the large flame is large to burn anyone close to him.

So many good ideas :)
 
I added to the spritesheet as Bloodbane suggested an upward rocket shoot and a defensive special (I will change it maybye later for an horizontal rotating move).
I think that a good rage attack for Milburn could be a multiple shots with homing missiles with a short lifespan (I still need some advices with the rockets shading).

A ringmaster's factory alternative route is on development; I'm just wondering if Kratus is ok to integrate it to SOR2X 2.3 update? :)

 
kimono said:
I added to the spritesheet as Bloodbane suggested an upward rocket shoot and a defensive special (I will change it maybye later for an horizontal rotating move).
I think that a good rage attack for Milburn could be a multiple shots with homing missiles with a short lifespan (I still need some advices with the rockets shading).

A ringmaster's factory alternative route is on development; I'm just wondering if Kratus is ok to integrate it to SOR2X 2.3 update? :)

kimono
Great job with the Ringmaster! As I said before, SOR2X is open to receive this new boss and his level as the original content.

Abadede is also good too, I have some suggestions.

- Not only for Abadede, but the recolored versions of some characters are getting a little dark and appear to lose some contrast. For example, you made a fantastic job with Harakiri by removing the excessive black borders, but I recolored a few lighter colors, like the white color used to make some "bright" effects, and other necessary black pixels are turned on "gray" tone, but I reverted to black to make it similar to other characters
ZiMoWPN.png


- Would be good if you can maintain the background color to pure pink (255,0,255), I'm always reserving it for background purpose in SOR2X, except for some entities that have the black background color due to some necessary effects.

- The scissor kick appears to be a bit unaligned, and may be better if you can change the face to front, like Max. Or you can replace this move by a front kick, like this
H66LWa2.png


- It's not exactly necessary to make the "dodge" move always a "roll" movement. You can also make little a dash or a jump move, like Shiva

- Vault is another non-mandatory move to make. I think this is a move that may can't fit well for large characters, but it is a suggestion only. You can replace this move by a jumping grab, like Max, or any other grab move you want.

These are some suggestions only, your work is already very good. If you want, you can rip some edited sprites from my old hacks. I made custom vaults, back attacks, grabs and jump attacks that may can help you
 
- Vault is another non-mandatory move to make. I think this is a move that may can't fit well for large characters, but it is a suggestion only. You can replace this move by a jumping grab, like Max, or any other grab move you want.
Kratus Larger characters could simply move to behind of the target, grabbing them from back too. This could open a door for more grab moves.
 
O Ilusionista said:
- Vault is another non-mandatory move to make. I think this is a move that may can't fit well for large characters, but it is a suggestion only. You can replace this move by a jumping grab, like Max, or any other grab move you want.
Kratus Larger characters could simply move to behind of the target, grabbing them from back too. This could open a door for more grab moves.
O Ilusionista
Yeah I agree with you, I made this type of vault in my SOR2 Final Fight hack, it is a good option.
https://www.youtube.com/watch?v=rKAoRsWzCd0
 
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