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MarkS Stage Sprites 
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Joined: Wed Mar 12, 2014 11:19 am
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Cool idea! I didn't play Majora's Maks recently, but I remember something that in that temple... all goes upside down, right? Maybe a interesting mechanic for the stage chould be that the entire stage flips over.
Keep adding detail to evade that flat empty spaces and as Steven said, try to make it less blocky, specially in the round shapes.


Fri Jan 23, 2015 6:46 pm

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I think tracing is fine as long as it's used as a rough base, and not as the final line art. And I agree with Steven on it looking too blocky, but it shouldn't be too hard to fix.


Sat Jan 24, 2015 1:25 am
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(to OP)

I think that both Forward Tilt and Forward Smash should change places.

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Sun Feb 22, 2015 9:32 am
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Posted a bunch more Glover animations on the first page, stuff like grabs and the dash attack.
I also swapped around the forward tilt and the forward smash like lisnovski suggested.

Still a bunch more animations to make, and sprites to update but yeah it's still going.


Sat Apr 25, 2015 8:54 am
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Either another taunt or part of the stance.

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Tue Apr 28, 2015 6:51 am
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Update on my Stone Tower Temple stage from Majora's Mask.

I changed the whole layout of the stage since last time I showed it.

I still have to do a lot of work on it.

Feedback, criticism and suggestions are all welcome!


Fri May 08, 2015 5:11 pm
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I know it's from an N64 game but not everything needs to be polygonal.

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Fri May 08, 2015 5:14 pm
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Yeah, the blockiness again. What would you recommend, suggest?


Fri May 08, 2015 5:29 pm

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Well a lot of it is because it has jagged/completely straight lines. Just fixing those will make it smoother, naturally.


Sat May 09, 2015 12:26 pm
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Here, I "tried" to vector at least the most important parts

However, It makes sense to it to be Polyonal, It's made of rocks after all.


Attachments:
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Well.gif [ 2.07 KiB | Viewed 1987 times ]

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Sat May 09, 2015 2:12 pm
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Not sure everything works here. What do you guys think?


Fri Aug 07, 2015 1:50 pm
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Fri Aug 07, 2015 2:42 pm
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You're doing a good job but don't forget about fixing the hand and making sure the outline around the eyes fits in with the level.

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Fri Aug 07, 2015 4:46 pm
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To be honest it doesn't even really seem like pixel art. It just looks like you traced over a 3d model or multiple 3d models that already existed with a 1 pixel line, filled it in with color, added in low poly/simplistic shading, and sent it over. Pixel art is about a lot more than that, and most values in "sprite art" or lower resolution art should carry over to bigger pieces.

edit: grammar


Last edited by kidicarus29 on Sat Aug 08, 2015 9:06 pm, edited 1 time in total.



Sat Aug 08, 2015 2:11 pm
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@ spidr, thanks, I think? Also, if you're Game-Spidr online, good games.

@crime, yeah I still need to work on parts of it, like the hand amongst others.

@ kid, Ok cool, so what should I do to improve? What values of sprite art are you talking about? I post things on here to get feedback and criticism so I can improve, but I don't quite understand what you mean towards the end.


Sat Aug 08, 2015 3:16 pm
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