Author Topic: Some random sprites by DJ Omnimaga  (Read 46459 times)

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Offline Sorunome

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Re: Some Random Sprites
« Reply #45 on: February 11, 2013, 07:01:18 pm »
That's looking awesome, and yeah, a black border would fit better.

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Offline ElementCoder

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Re: Some Random Sprites
« Reply #46 on: February 12, 2013, 09:39:00 am »
Thanks :D.

By the way, does anyone know how many colors each SNES sprite support at once? Also are all those sprites split into 16x16 or 8x8 chunks? That might help if I try to make a SNES style version of the title screen above.
A SNES sprite uses one of eight 16-color palettes.

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Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #47 on: February 15, 2013, 06:20:40 pm »
That looks cool Juju :D, and ElementCoder are sprites 8x8?

Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #48 on: April 18, 2013, 10:57:07 pm »


TI-84 Plus C Silver Edition (160x240 mode) Link sprites experiment. The speed is quite good despite facing 4 directions, because only Pt-On, Pt-Off and Pxl-On are used, but they can be hard to distinguish on some background colors due to being small and simple. Not much that can be done I guess, since adding outlines and everything would slow things down too much.

Basically the BASIC code which displays it does the following:
-If sprite is facing left/right, it moves both hands in the middle (only one is visible)
-If sprite is facing left/right, the Pxl-Off command that separates both legs is moved behind Link
-If sprite is facing left/right, his hat moves slightly behind.
-If sprite is facing up, his head becomes turns green, as his hat hides it from that view.

EDIT Here's another pic with a dark gray background:


Here are also more Zelda ideas that actually displays fast for BASIC (around 5 seconds total, but it's not a tilemap):


The hearts are made of 5 Pt-On commands each, the rupee is the theta character, the gray walls are filled with gray Text spaces, then polished with Line commands, while the entire ceiling is filled with Line commands. The floor is just the graph screen background color, on which lines are drawn as a grid.
« Last Edit: April 18, 2013, 11:13:24 pm by DJ Omnimaga »

Offline chickendude

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Re: Some Random Sprites
« Reply #49 on: April 19, 2013, 02:38:42 am »
The cool thing would be if somebody made a game where collision detection can be altered in a way so that you can walk on mountain tops, but only after climbing up stairs and you can't go straight from a mountain tile to a regular floor one.
That's not that hard to do, my ticoncours entry supports that ;) Essentially you add an extra byte (well, nibble) of data to each tile saying which way you can enter that tile, so a tile to the left of a stair would be marked unpassable coming from the right (but you can walk into it from the top/bottom/left) and the other way around for a tile to the right of a stair. You could modify that idea a little bit to make things like bridges, too.

Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #50 on: April 19, 2013, 02:48:10 am »
Yeah true, and of course when reaching the end of the stair a floor flag is set or incremented so that you are one floor above, or vice-versa. There could be a group of tiles for each floor or something.

Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #51 on: April 20, 2013, 05:49:58 am »
Here is Link CSE but with magenta face:



On-calc, Magenta is a little lighter so it actually doesn't look out of place.

And now it could be used on yellow background (although still no luck with green):
« Last Edit: April 20, 2013, 06:43:49 am by DJ Omnimaga »

Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #52 on: July 21, 2013, 08:41:16 pm »
This was one of the Nemesiat remake tileset I made around late 2007 or Early 2008:



Of course it misses some monsters, though (there were 5 in total, plus the bosses).

Offline stevon8ter

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Re: Some Random Sprites
« Reply #53 on: July 21, 2013, 09:06:31 pm »


Basically the BASIC code which displays it does the following:
-If sprite is facing up, his head becomes turns green, as his hat hides it from that view.

well actiallu your hat in the left and right view should be longer for that to be correct, just saying xD
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Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #54 on: July 21, 2013, 11:20:38 pm »
I tried to stay as limited as possible to save speed. :P

Offline Sorunome

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Re: Some Random Sprites
« Reply #55 on: July 22, 2013, 03:43:46 am »
why are you so good at pixel art?

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Offline Deep Toaster

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Re: Some Random Sprites
« Reply #56 on: July 22, 2013, 08:12:30 pm »
Those look really good. What did you use to design your sprites?
« Last Edit: July 22, 2013, 08:12:49 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #57 on: July 22, 2013, 08:25:12 pm »
If you mean the Zelda sprites, all I did was using a bunch of Pt-On/Off commands and tried to align them based on the viewing direction. If you mean the Nemesiat ones, most were ripped from RPG Maker 2003 actually, then converted to 4 levels of gray (with some contrast edits to ensure that they look fine). I think the cavern walls and some of the enemies actually use chunks of Final Fantasy 1-3 graphics, though. If used, most credits would go to Enterbrain/ASCII.
« Last Edit: July 22, 2013, 08:26:04 pm by DJ Omnimaga »

Offline DJ Omnimaga

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Re: Some Random Sprites
« Reply #58 on: July 25, 2013, 03:39:45 am »
No problem. :)

Also here is an high quality version of Zelda: Dark Link Quest animation before the final boss:



The entire animation was done in Paint, during Summer 2004.

Offline Sorunome

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Re: Some Random Sprites
« Reply #59 on: July 25, 2013, 04:34:06 am »
wha, nice one!

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