Author Topic: need 16x16 rpg spritesheet(s)  (Read 9016 times)

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misirlou

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need 16x16 rpg spritesheet(s)
« on: January 24, 2007, 11:14:00 am »
ok, ive gotten pretty much no work done :banghead:banghead.gif  on the game cuz ppl i know keep saying theyll draw some sprites, but then they dont (stan:"i was drawing a guy, but then he looked funny so i erased him and drew a pikachu w/ a trident isntead"), so i finally decided i would come here. I would like some original 16x16 map sprites, like a path, a house, some scenery(grass, trees, rocks, etc.), maybe some running water and a bridge, a chest, and other such things. I also need some 16x8(or 8x16 idk whichever one has it taller than it is wide) character sprites. I need 2 swordsman, a black mage, a white mage, a gunner, some npc's, and maybe a mime(see: Death to Adam contest). Anyone who has the talent and the free time to draw these earns my full thanks and, of course, a mention in the credits.  

Offline trevmeister66

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need 16x16 rpg spritesheet(s)
« Reply #1 on: January 24, 2007, 01:19:00 pm »
hmm...full thanks and mention in credits... <_<dry.gif

I would gladly help, but i'm terrible at sprite drawing...sorry  :(sad.gif
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misirlou

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need 16x16 rpg spritesheet(s)
« Reply #2 on: January 30, 2007, 09:16:00 am »
and a stripper lol

Offline trevmeister66

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need 16x16 rpg spritesheet(s)
« Reply #3 on: January 30, 2007, 09:18:00 am »
hmm, now that you mention it... <_<dry.gif

lol sorry, like i said before, terrible at sprites. You could try at maxcoderz or UTI. There are more pixal artists there than here (from what i've observed).

EDIT: you could also download Draw'n Map at Ticalc.org or here. It has some pretty good map editing abilities, not really a charactor sprite program though.
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Offline Ranman

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need 16x16 rpg spritesheet(s)
« Reply #4 on: January 30, 2007, 09:24:00 am »
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline trevmeister66

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need 16x16 rpg spritesheet(s)
« Reply #5 on: January 30, 2007, 09:27:00 am »
wait are you making this game in ASM or basic?

becaues those are in GS, and basic doesn't really support GS (even with xLIB).
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Offline Speler

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need 16x16 rpg spritesheet(s)
« Reply #6 on: January 30, 2007, 09:32:00 am »
Basic does support GS with xLIB.

Offline trevmeister66

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need 16x16 rpg spritesheet(s)
« Reply #7 on: January 30, 2007, 09:36:00 am »
it supports it, but it looks hella better in asm (i knew that <_<dry.gif)
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Offline Ranman

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need 16x16 rpg spritesheet(s)
« Reply #8 on: January 30, 2007, 09:46:00 am »
QuoteBegin-trevmeister66+30 Jan, 2007, 15:27-->
QUOTE (trevmeister66 @ 30 Jan, 2007, 15:27)
wait are you making this game in ASM or basic?

It is not my game... Those sprites are from Athlor.

I haven't seen him around in a long, long time. :(sad.gif

Regardless... you can always modify the sprites to how you want them -- i.e. convert them to black& white. Sometimes the hardest thing is just getting started.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Liazon

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need 16x16 rpg spritesheet(s)
« Reply #9 on: January 30, 2007, 09:54:00 am »
even in ASM gs is not always that great since the screen's resolution is so low.  imho, aesthetics shouldn't take complete priority.  balance between gameplay and gfx.  nothing wrong w/ black and white although sprites are a bit harder to make.

Offline Halifax

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need 16x16 rpg spritesheet(s)
« Reply #10 on: January 30, 2007, 10:34:00 am »
Zelda GS Demo <-------------------------- That is a good example that exudes excellence with smooth scrolling grayscale graphics with everyone's favorite game!!

EDIT: Another thing is that MS paint has a good b/w converter that I use all the time. Well its a pseudo converter cause you just save the file as a monochrome bitmap and it auto converts it and does a damn good job of it too

EDIT: I took the liberty of converting them so here are the comparisons

user posted imageuser posted imageuser posted imageuser posted image

user posted imageuser posted image

As you can see they still look good in b/w
There are 10 types of people in this world-- those that can read binary, and those that can't.

Delnar_Ersike

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need 16x16 rpg spritesheet(s)
« Reply #11 on: January 30, 2007, 01:55:00 pm »
QuoteBegin-Halifax+30 Jan, 2007, 16:34-->
QUOTE (Halifax @ 30 Jan, 2007, 16:34)
Zelda GS Demo <-------------------------- That is a good example that exudes excellence with smooth scrolling grayscale graphics with everyone's favorite game!!

EDIT: Another thing is that MS paint has a good b/w converter that I use all the time. Well its a pseudo converter cause you just save the file as a monochrome bitmap and it auto converts it and does a damn good job of it too

EDIT: I took the liberty of converting them so here are the comparisons

user posted imageuser posted imageuser posted imageuser posted image

user posted imageuser posted image

As you can see they still look good in b/w  

 haha, /sarcasm yes they look fine in b/w, yes. Especially because I cannot see the hands on the clock, some floor sprites are completely white, the bow looks crappy, and I cannnot read the text on the signs. :Oo:fou2.gif /sarcasm

IMO, those sprites can actually look good in b/w, but not when MS Paint converts them into b/w. They have to be converted by hand, only then will they look good in b/w <_<dry.gif .

Offline trevmeister66

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need 16x16 rpg spritesheet(s)
« Reply #12 on: January 30, 2007, 02:06:00 pm »
well, they still look good, but a computer can never do a man's job (except calculators, they do all my math work, and some other stuff...and i like to type stuff on the computer, and looking stuff up on the internet is fun) ah oh well  <_<dry.gif
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Offline DJ Omnimaga

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need 16x16 rpg spritesheet(s)
« Reply #13 on: January 31, 2007, 01:16:00 pm »
wow nice tiles!

Offline Halifax

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need 16x16 rpg spritesheet(s)
« Reply #14 on: January 31, 2007, 03:43:00 pm »
I mean some of the tiles look alright in b/w converted by MS paint
There are 10 types of people in this world-- those that can read binary, and those that can't.