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Rabid_Scotty92
01-12-07, 23:56
Hi, I'm Scott (as you, being the intelligent people I know you are, have more or less deduced) and, I'm new. (I know that is VERY cliche, but that's because I have no idea how else I could put it. However, enough with my "parenthesized" ellaborations. I'm probably not as smart as I sound.)
I have been a lurker for some time, now, and way before that an unregistered lurker. I'd like some C+C on this as I've tried spriting before, and I think this is at least worth getting someone else's opinion on.
(link removed, go to post 25)
It's my 8-bit robot master, Driver Man (after a screw driver, if you can't tell.)

Thanks in advance!

Original Post. ^^^

Works:
PD:
Dynamo Man (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=303557&postcount=1)
Driver Man (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=291495&postcount=90)
Sledge Man (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=299185&postcount=156)
Relay Woman (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=291815&postcount=94)
Chakram Woman (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=298109&postcount=143))
Roll Armors (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=303495&postcount=216)
Booster Man (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=291426&postcount=85)
Tango Recolor (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=292281&postcount=96)
Rapid Joe (shield type 1) (MM7) (http://www.sprites-inc.co.uk/forum/showpost.php?p=299376&postcount=183)
Rapid Joe (shield type 2) (MM7) (http://www.sprites-inc.co.uk/forum/showpost.php?p=299419&postcount=185)
Crescent Woman (MM1-6) (http://www.sprites-inc.co.uk/forum/showpost.php?p=303977&postcount=228)

Non PD:
Anything that is credited to anyone else.
Anything that is not listed above or is not complete.

Updated When I remember to.

EDIT 7/23/11. By now, if you've dug this thing up, you are clearly desperately seeking something. I probably don't have it, but if by some miracle I do, you are welcome to it. I wasn't ever very good at this anyway.

Loki
01-12-07, 23:58
Hi, I'm Scott (as you, being the intelligent people I know you are, have more or less deduced) and, I'm new. (I know that is VERY cliche, but that's because I have no idea how else I could put it. However, enough with my "parenthesized" ellaborations. I'm probably not as smart as I sound.)
I have been a lurker for some time, now, and way before that an unregistered lurker. I'd like some C+C on this as I've tried spriting before, and I think this is at least worth getting someone else's opinion on.
http://img141.imageshack.us/my.php?image=drivermanspritexh5.png
It's my 8-bit robot master, Driver Man (after a screw driver, if you can't tell.)

Thanks in advance!

In general, 8-bit RMs aren't that big, and have no shading. Though, I personally LOVE the design.

DragonZero
02-12-07, 00:02
.........

He's a ScrewDriver-Based Robot?!

Why the heck didn't I think of that?!

Rabid_Scotty92
02-12-07, 00:04
I didn't think It should have shading, but I wasn't sure. I'll take it out in the future. I also thought it was big, and while he is supposed to be larger, I don't think Gutsman size is quite what I was going for. Thanks, and I thought the design was pretty neat too. BTW, those aren't boob-lights, for those who may ask. They are screws.

EDIT: Amazing. The second poster in my first topic here Dragon_Zero. All that needs to post now are Toxic, Ace, and Blackbeltdude, and I can die happily.

EDIT2: Robert Oakes wouldn't be bad either, and neither would Talon IceHawk... Oh, and Gaunlet. Boy do I need a life...

Novacrash
02-12-07, 00:33
Yeah, that's 16 bit. Borderline 32.

Good btw, though I think the screwdriver could be angled a bit better.

Forte
02-12-07, 02:33
Yay, another person doing something that isn't ZX. Everyone is right about the shading, being 8-bit he should only have maybe 4 or 5 colors max... the screws on his chest are a bit too big, and I think the one on the right should be closer to the one on the left.

He would probably look pretty cool in MM8 style/X style

Loki
02-12-07, 03:06
Yay, another person doing something that isn't ZX. Everyone is right about the shading, being 8-bit he should only have maybe 4 or 5 colors max... the screws on his chest are a bit too big, and I think the one on the right should be closer to the one on the left.

He would probably look pretty cool in MM8 style/X style

Actually, 3 per sprite. But, he can use layers.

Forte
02-12-07, 03:09
Stop getting technical on me >:l The point still stands that he can use 5 tops. Also, another thing I noticed about the sprite, his screwdriver arm doesnt look much like a screwdriver, more like... a metal thermometer. Perhaps it could use a broader head.

Rainbow Dash
02-12-07, 03:25
EDIT: Amazing. The second poster in my first topic here Dragon_Zero. All that needs to post now are Toxic, Ace, and Blackbeltdude, and I can die happily.
When did people start knowing who I am? I miss being known as "that one twit who won't shut up."

In fact, I implore everyone to call me that from now on.

Anyway, given that the sprite has 6 colours, it technically qualifies as two 8-bit sprites layered on top of eachother, as has been done in Megaman games several times before. However, the shading doesn't fit the general style of the robot masters thus far, nor does the lengthy... um, length of the limbs.

It wouldn't hurt to replace some colours with similar ones (pale yellow = white) and get rid of some altogether as well as compacting his design a little more.

Oh, and now you can die happy. (http://farm1.static.flickr.com/29/67513019_31941426ac.jpg)

Rabid_Scotty92
02-12-07, 20:32
I looked at the critisms again and fixed most of the sprite. I still need to shrink the legs, but over all I think it's a lot better for 8-bit. It might still use to many colors. I had to attach it because my ImageShack is goofing up.

DNZ.EXE
02-12-07, 20:37
A bit big compared to normal RM sprites, but okay. Should make his screw arm longer, though.

magnetman
02-12-07, 20:42
as far as i know, the black parts from 8-bit robotmasters don't have shading.
how about you give him a bigger chest thing. like this:
http://img511.imageshack.us/img511/8508/screwmanor5.png (http://imageshack.us)

Rabid_Scotty92
02-12-07, 20:53
@ magnetman: Thanks for the idea, but I intend to shrinkify the legs. doing so will probably also shorten his torso. If it will still fit, its a great idea. I'll use it in that case.
@ DNZ.exe: As i said to magnet, I'll be shortening his legs and torso. I'll look at it after I'm done and see if it looks longer. If it doesn't, I'll probably expand the screwdriver.

Rabid_Scotty92
26-12-07, 16:22
Wow. I haven't sprited in a while. Mostly because its' not my life yet, and I like browsing around here better. Anyway, completely re-did Driverman's legs and arm, shrunk the screws on his chest by a pixel, and gave him a mouth while recoloring some of the head. he's DEFINATELY more 8-bit sized now, And I want to know if I should make any other improvements before sheeting.
Thanks.

magnetman
27-12-07, 07:23
his head looks too big, but for the rest, he looks okay to me.

Advent Axl
27-12-07, 08:10
I have a screwdriver based RM too, I made it up years ago, though his name was driveman and has a flat-head for a nose

great minds think a lot

turpinator
27-12-07, 09:52
It's called "great minds think alike". :| And I really like the current version, just the right size, but as magnetman already said the head is a bit big; maybe just a small taper to the original head will do the trick.

Advent Axl
27-12-07, 10:28
Did I really post 'a lot' *slaps himself*

well really it looks like a gutsman edit

[EDIT]

nevermind I zoomed in, it's his chest, yeah his beats the living daylights out of mine

Rabid_Scotty92
27-12-07, 17:33
Shrunk the head, and took a pixel off of the eye. Beleive it or not, he's about 70% custom. His body is edited from darkman.

magnetman
27-12-07, 17:39
you need to slim down his body, he looks too fat.

Rabid_Scotty92
27-12-07, 17:45
He's supposed to look that way. Most large-chested robot masters have a look of "fatness" to them, adding to the cartoony-ness of the style. (did I just make up two words for one sentence? I need to expand my vocabulary again. XD)

Rabid_Scotty92
27-12-07, 18:36
double post for an update. I started on the sheet, and did a jumping sprite. Line is there for placement and size comparison. Its basically an edit of standing. (which has also been messed with a little bit.) C+C please. Thanks

Pinkie Pie
27-12-07, 18:41
Personally, regardless of his size, I prefer the this (http://img511.imageshack.us/img511/8508/screwmanor5.png) design. It looks more original and the pose is better.
As for the size m'larky, people seem to be forgetting Hardman (http://www.sprites-inc.co.uk/files/Classic/MM3/Boss/hardsheet.gif).. and.. erm.. Hyper Storm H. (http://www.sprites-inc.co.uk/files/Classic/WilyWars/Boss/MMWT/mmwwhyperstormhog.gif)?... ok that last example isn't 8bit but its the same size scale as the 8bit sprites...

... and yeah you can now die happy.

Rabid_Scotty92
27-12-07, 20:03
Because your ACE, I'll take that and make it into the 16-bit MM7 I want to do soon. I need to see size comparison for it first, so I can make ajustments. ( I want him to be about as large as Burstman, maybe a little shorter.) Let me finish this first, as I'm terribly slow at spriting, and 16-bit is gonna be a pain.

Rabid_Scotty92
14-04-08, 22:39
I haven't sprited in awhile (Not that anyone noticed...) but today I went around and finished Driver Man's 8-bit sheet. It didn't use the style Ace liked, mostly because I didn't want him to weigh 3 tons, but I think it's ok. C+C please.

Drei
14-04-08, 23:48
The frames where the screw is facing down, it looks a diffrent shape than then facing foward. Also, frames where the arm is moved, you could use some motion blur frames. The use of white as a highlight doesn't look right, it shouldn't just be at the edge, but defining the details by being where the light hits most.

Rabid_Scotty92
15-04-08, 00:56
fixed Screwdriver shape, added motion blurs, removed all white from the orange, for lack of shading skills. EDIT: fixed the white I missed. By the way, any white that is on the gray will stay.

Xterra
15-04-08, 01:10
I'm glad you decided to call him DriverMan, and not ScrewMan...>.>

Just saying...Y'know. I like the screw missiles though. Those are cool.

Zombiechao
15-04-08, 01:23
I'm glad you decided to call him DriverMan, and not ScrewMan...>.>
Me too Xterra me too. You forgot to take highlights off of frame 5 of his arm in his (standing) attack and his screwdriver and his head

Rabid_Scotty92
16-04-08, 21:53
I noticed that while X had some mmz styled sprites, he didn't have a 1-up item, so I made one. It's just an edit of Zero's item, but tell me what you think anyway... PD, by the way. I think people may find this useful.

Xterra
16-04-08, 22:27
That's actually quite useful. Thank you.

Rabid_Scotty92
16-04-08, 23:28
Alright, this one's completely custom. Axl has MMZ style life items now. PD, for all to use

Rabid_Scotty92
20-04-08, 23:19
Ok, trying my hand at 32-bit editing, but I hit a bump. I don't know what to do to make an armored Roll look less like a Megaman copy. What ways could I seperate it from Mega Man, but still make it look like a more "feminine" take on the Blue Bomber? The head is an edit of Talon Icehawk's PD 32-bit Roll, the body is obvious. I animated the hair for the standing sprite in the attachment, I could use C+C on both.

Rabid_Scotty92
21-04-08, 00:30
Update: Decided the "Stand" pose was better for viewing changes. Progress is in attachment. Still need ideas if anything needs/can be added. Her moves should probably be different than Mega Man's, suggestions on things like a buster pose or something is appreciated. Things I've changed: Gold bands on wrists/"ankles", Changed head, popped the chest out a pixel. It's still a "C+P job", with minor edits. Suggestions and C+C please.
EDIT: Forgot to attach the image!! *Head-desk*

MonoEyeGuy
21-04-08, 00:34
Looks cool. Though, I swear I've seen something similar......But it was just a recolored MM with a Roll head. Very good though.

Rabid_Scotty92
21-04-08, 00:41
You probably have seen something similar, I think the color scheme was done by Oppolo of BnG. This was the only way to stay in the color limit though, so I don't think anyone would mind, though I should have thought of that before. Anyway, credit to Oppolo for the color scheme, just to be safe.
NOTE: his was MM7 style, this is not sprite theft!

Rabid_Scotty92
21-04-08, 01:30
Need C+C again. Dash animation, without coloring the effect. I think (since I want to use this in a game) I'll make Roll able to air-dash. Should I make more frames? (I haven't animated the hair yet... So no need to point that out.)

Rabid_Scotty92
21-04-08, 02:45
UPDATE: finished sheeting dash/air-dash. Animation and sheet below:

Rabid_Scotty92
21-04-08, 21:26
UPDATE: "Ready" and "Shooting" poses done. I think Roll's Buster will rapid-fire five rounds with a button press. Can't multi-aim, but shoots one more round than Bass. However, it doesn't shoot again unless all 5 bullets are off-screen, or non-existant. Potent on enemies, but like Bass, terrible for bosses.

EDIT: Oh yeah, animate that Buster Plasma at 30 fps. It's awesome!

Rainbow Dash
21-04-08, 21:51
Her face is way, way too masculine, and color schemes ripped from Bob and George are always a genuinely bad idea.

Rabid_Scotty92
21-04-08, 21:55
Her face is way, way too masculine, and color schemes ripped from Bob and George are always a genuinely bad idea.

Color scheme in the general sense, as in yellow and red, not the pallete. Will work on the face. I really didn't like it either.

Rabid_Scotty92
21-04-08, 22:14
Here's the heads I've been working with. When Tox said Feminine, the only thing I could think to do was round out the face, take away from the edgyness (SP?), so I rounded her face real quick. Any better?

Rabid_Scotty92
21-04-08, 23:01
Further update: Added head changes to current poses. C+C Is needed on the head

Xterra
21-04-08, 23:40
Heh...I like how Roll's coming along, even if I'm more used to the dress...

Interesting dash and shots though, a lot like birds. (IMO)

Rabid_Scotty92
28-04-08, 17:42
Updated!! Started on "hit" and "jump" poses. The jump is edited from Cutman's MM8 sprites. I think I'll incorporate a double jump, using booster-style effects again. Opinions, C+C, and whatever the hell else pops into your mind (refering to the sprite), go on and post it. By the way, Toxic, I still want to see what you think I could do to make the head less masculine.
http://img138.imageshack.us/my.php?image=rollarmorrabidv02mw4.png

Rabid_Scotty92
28-04-08, 21:05
Update: finished "injured" sprites. No progress on the double jump. Started running sprites (I'll reverse it after I finish it. It's based on Cut Man). Also, I reorganized the sheet. C+C please.

MonoEyeGuy
28-04-08, 21:15
Looks cool.....Though, what's with the aura on the hurt sprites?

Rabid_Scotty92
28-04-08, 23:49
The Aura is my pathetic attempt to avoid making hurt sparks, and replace them with flashes instead. Update: Finished jump and double-jump, no progress on run, and still need ladder/ladder-shooting, jump-shooting, and teleport sprites. I could probably do with making some dash effects, and also the buster flash effects.

Xterra
29-04-08, 00:51
Her injuries look like she's getting a powerup...is that how it's really supposed to be? I like all the custom poses, so great job, but the hurt looks weird. (IMO)

Was that how they did hurts in Mm8? (can't really remember...too long ago)

Drei
29-04-08, 01:30
You know, Xterra, this is a forum for a mainly MEGAMAN rip site. You could just check that. Which, actually they ahd sparks, but Rabid said he was making a lazy way out of it.

Anyways, the design is pretty bland, and the buster shot could use some rounding off. Th air dash flames are not really in the shape that they should.

Rabid_Scotty92
29-04-08, 01:37
It's supposed to look like an explosion. Maybe a few frames showing the orb growing would help it look better. And no, it's not what MM8's hit animation really looks like, as that's more asterisk (*) shaped than my orb. I just can't get the "*" to look right when I scrach it, so that's my subsitute.

EDIT: @Drei: Any Ideas what could be added? I can fix the Air Dash, I'll try making it look more like the double jump booster. I kinda like having the shot like that, but rounding off the tips would probably fit the style better.

Drei
29-04-08, 01:50
Well, for starters, since this is Roll, MegaMan's body won't do. I think something more along the lines of a medium skirt, not knee high, but not mini, would look better, but that isn't the onyl thing you should change. You should probably make a better design yourself, though.

Rabid_Scotty92
30-04-08, 22:02
Taking a break from Roll until I can present a suitable design. In the meantime, this is something that I have wanted to do for a while. It's FatSatan's Crash, in his unfinished ver.3 form, that I'm going to hopefully finish and make into a more original Crash Man over the loveable idiot we know as Crash. Obviously this is FatSatan's original project, so I can't make it PD. You'd need to credit FatSatan of Fragile-Minds.com. Any idea how to make it look like Crash Man instead of a Megaman edit?

crimson hammer
30-04-08, 22:18
Change the eyes and the proportions of his body parts. Because unlike megaman of MM7 the bosses actually have proportion.

Rabid_Scotty92
30-04-08, 22:52
As for proportions, will do. However, his Busters are much larger than normal (Mega Man's being "normal"), and Crash Man's Busters form elbows at the end. And now that I think about it, he's also taller than Megs. About the eyes, I can't make them any shorter and make it look right. I had already shortened them a pixel.

Drei
30-04-08, 22:55
What ^^^ said. The main colour for crash wasn't red, but an orange. The back of his helmet needs to be have a curved angle as well, along with the visro needing to be blue-ish transparent. Really, just look at Super Adventure Rockman, official art, and the Complete Works posters for idea of coloours and proportions.

Rabid_Scotty92
30-04-08, 23:48
What ^^^ said. The main colour for crash wasn't red, but an orange. The back of his helmet needs to be have a curved angle as well, along with the visro needing to be blue-ish transparent. Really, just look at Super Adventure Rockman, official art, and the Complete Works posters for idea of coloours and proportions.

I said that.... Crash is a very reddish orange if at all, because most sprites and artwork seem to show him as red. Nonetheless, changed the pallete and elongated the busters. Also, Drei, there is a 15 color + BG color limit on 16- and 32-bit sprites in Mega Man games. Adding any shade of blue (or any more colors, for that matter) puts me over the 15+BG limit. So that kind of puts off that. Also (again...), his visor isn't blue in my reference (which is the Complete Works poster). Anything else?

EDIT: Crap, forgot to attach the image! Here.

Rabid_Scotty92
18-05-08, 22:41
Well, I've been done with spriting for awhile, and today and yesterday, I spent about an hour adding the skirt to all (but one...) Roll pose, and adding in a few poses and fixing various errors. Also, I did a new buster shot, still in progress, that I'm sort of basing of of Bass' Hyper buster shot (In the general sense, I'm not, like, recoloring it, just using it's design). Also take note that I changed the dash sprite's afterburner, please tell me what you think of that. If it still doesn't match, I think I'll recolor Muragattori (the robo-bird thing from Search Man's level)'s afterburner and use it. http://img134.imageshack.us/img134/2006/rollarmorrabidv2vd6.png
Spoilers for size, C+C and and suggestions all welcome/wanted.

Drei
18-05-08, 23:50
On the third and fourth teleport frames, the hair is way diffrent, both in colour and shape, but looks better than all others.

Rabid_Scotty92
19-05-08, 00:03
http://img134.imageshack.us/img134/3875/rollarmorrabidv2jl1.png I messed with the shading of the hair in teleport frames 1-2. Changed buster shot AGAIN, and added the skirt to the last row's last frame. C+C Please

NDraxian0
19-05-08, 00:22
The hair first two frames of the teleport are Freaking sweet. Now make the rest of the hair look like those two...

And the shading of the skirts should follow the cloth a bit better.
At least the leg positions...

Rabid_Scotty92
23-06-08, 23:23
http://img238.imageshack.us/img238/3378/rollarmorrabidv2hairediqc8.png

I'm back, after going places without internet for a couple of weeks, and I'm spriting again after a month and a half. My spriting may become even less frequent now, as I work 16 hrs/wk starting Tuesday, July 1st. Anyway, I fixed the hair in the teleport pose, added the jump-shooting sprites, and removed the sphere-shaped explosion thing, and I'm gonna replace it with sparks similar to those underneath the teleport pose (albeit recolored yellow).
Cookies to the person who guesses where the sparks are from. (It is from a Megaman game.)

Rabid_Scotty92
25-06-08, 23:26
Just realized the picture didn't come up. This has been fixed. C+C please.

Kaldeon
26-06-08, 00:10
I still don't see it. O.o

turpinator
26-06-08, 00:15
I do, it's in the spoiler tags.

Kaldeon
26-06-08, 01:00
I knew that. But it didn't come up the first time. It looks too similar to a Rockman/Roll combo-re-colour.

Rabid_Scotty92
26-06-08, 01:02
http://img120.imageshack.us/img120/293/driversheetv1yw6.png
Slight update to Driver Man, my 8-bit RM. I made a mug. This is my first of such, and I'd like to know if I did it right. The mug uses 6 colors, like the MM3 mugs.
EDIT: looking at it again, the left (his left) screw is smaller than the right one, so that will need redone. Also, Kaldeon: I know it's pathetic, but I can't think of what else to do. I don't want the armor to look more overly fancy than Mega's, so all I can think to do is try to make the head more Roll-like. I could try to custom it, but what I have there would take years for me to custom. I just spent an hour on this mug.

Rabid_Scotty92
01-10-08, 21:27
Howdy. Since I last posted, my tutor is barrowing my laptop with all my spriting stuff. It being mainly for school, the video game stuff on it was slowing it down, much to her disapproval. Since then, I've been downloading stuff onto a $90 External Drive my dad had to buy to contain it. So this is a sprite I worked on today, I'm trying Driverman in MM7 style. Not many colors right now, I don't think I could max out to 15+1 with this simplistic design. Tell me how I did. All the colors I used are official, and they are all from Cloud Man. I don't know if I'll keep the 8-bit head design, Incase I want to burn more colors.

EDIT: The body and driving part of the screwdriver are scratch. the rest is colored and edited from mjkrzak's(SP?) Generic Reploid Creation System's parts.

EDIT2: I think I meant "borrowing" instead of "barrowing"... LOLMESMARTICORRECTEDMYSELF

Rabid_Scotty92
02-10-08, 14:00
Update. Added a scratched head, 10+1 colors now, also elongated the screwdriver. I still need C+C, though. Am I doing this right?

NDraxian0
02-10-08, 14:04
The right leg (Our right) could use some shaping to make it less deformed and more smooth rounding, and there are several cases of pillow shading (Mainly the legs and arms.) The head and other parts could use some shading fixs (The heads light sources is odd... as it the torsos), but overall, yeah you're doing that right.

stoffhimel
03-10-08, 00:19
his face is a little square on the screw driver side.

HZ
03-10-08, 04:28
Do you think I can use the 8-bit Driverman in my movie? Im a little lacking in the robotmasters department.

Anyways: The face could use some work, If you remove the little orange part of his helmet It would look alot better, And the shading on the right Leg and arm could be a bit smoother.

Rabid_Scotty92
03-10-08, 18:16
Do you think I can use the 8-bit Driverman in my movie? Im a little lacking in the robotmasters department.

Anyways: The face could use some work, If you remove the little orange part of his helmet It would look alot better, And the shading on the right Leg and arm could be a bit smoother.

Um... Pardon me a moment...

HOLY ****!!

ahem.... Go for it. Do you need any other poses? or style fixes?

Edit: also of note, there is an art thread I started (Even though I lack drawing skillz) that has a RM that I was going to sprite. It's an edited photograph, because I lack a scanner; but since I'm decent at 8-bit, I figured I do that guy next in MM1-6 style. Do you have any interest in him?

Rabid_Scotty92
04-10-08, 02:13
Update to Driver Man. He looked really flat after I took the white off the orange, so I added it back, in moderation. C+C. Oh, and the mug was crap, so removed that, but for got about the word mugshot. Blank at the bottom is for SFX.

Rabid_Scotty92
04-10-08, 21:43
Major update on Driver Man. No running, but a cool attack in the form of Screw Drive. Read the description on the sheet. Also, to better see the spinning effect, I changed the background from transparent to blue. C+C please.

Cobalt
04-10-08, 22:05
I suggest going for number 2. It is both cooler looking and more original.
I would suggest keeping the background transparent, but that doesn't really matter since there is no blanding between DriverMan's sprites and the current blue background.
Also, the spinning effect of the Screw Driver looks really good. Which other attacks do you have planned for DriverMan, if any?

Rabid_Scotty92
04-10-08, 22:30
I suggest going for number 2. It is both cooler looking and more original.
I would suggest keeping the background transparent, but that doesn't really matter since there is no blanding between DriverMan's sprites and the current blue background.
Also, the spinning effect of the Screw Driver looks really good. Which other attacks do you have planned for DriverMan, if any?

I wasn't exactly asking, they are both there, since they use the same sprites. It gives an opponent (or player, if it's a game) something to have to judge before reacting. I think Mega's slide can fit under the projectile, and depending on the attack, he will either have to slide back (type 1) or immediately jump (type 2) making for a difficult test of a player's reaction time. Couple this with the possibility of the slower, homing type screw missiles being in play, you have an insanely difficult robot master. If you wish to inquire about the defeat strategy with this pattern, PM me.

Edit: forgot about your question. I don't know if I can come up with any more interesting attacks, considering that the Screw Drive is nigh-impossible for me to top. Any ideas could be cool though, so keep in mind the things you can do with a screw driver!

Rabid_Scotty92
06-10-08, 20:36
Minor update. Gave Driver Man an official pallete, based on an image that had all of the NES colors on it, and added Mega Man's master weapon. The only real difference in color is that the orange is more dull.

Rabid_Scotty92
06-10-08, 21:15
I had some concept art of this guy, and I've since changed his design, but this is the sprite of the dude in my (ugly) art thread, Fighter Man. He is based on a stereotypical jet fighter, with a bomb-bay door on his chest, and a jet pack that looks like an airplane. 100% scratch, started ten minutes ago.

Rabid_Scotty92
07-10-08, 15:33
Update. Edited Fighter Man from some suggestions I got in flashchat.

http://img528.imageshack.us/img528/5080/fightermanv1v2zu0.png

I widened his body by a pixel, changed his stance a bit, took the line off of his bomb-bay door (so it looks like it slides open), angled his wings upward, and did some work on his legs, because they looked uneven to me. Still full scratch, C+C please.
Oh, and when this is completed, both Driver Man and Fighter Man will be PD, so long as it is mentioned it isn't yours. (My username doesn't need to be directly stated.)

Rabid_Scotty92
09-10-08, 23:14
Update to Fighter Man. Fixed his wing highlights, and added poses and weapons.

http://img378.imageshack.us/img378/3782/fightermanv3ap0.png

I have an attack for him in mind, but I can't seem to sprite it, so I'm going to the help thread with it.

His current attacks involve shooting rockets (difference between missiles and rockets: Rockets have no homing capability) at a 45 degree angle, and launching the Fighter Bomber to drop bombs at you. He will fly around for the most part, and once the battle starts, he won't land. So, using a weapon that homes in will be the most effective... *smiles* cookie to who guesses which homing weapon!

The attack I can't seem to sprite is like Tengu Man's diving attack; it would use the same arc, and probably have a similar sprite.

[fish in space]
10-10-08, 00:23
I'd change the name, fighterman makes me think of a sf themed RM. Maybe like jetman or um... rocketman. I dunno. Anyway, one thing that's bugged me about Driverman for a while, almost everything about him fits the style to a "T", but the motion blur is crap. Serious crap. Study the MM style motion blurs more.

Rabid_Scotty92
10-10-08, 00:56
Quick question: The spinning screwdriver's motion line? Or the raising the screwdriver motion blur? If it's the latter, I can fix that. I'm not terribly sure about the spinning one though.

[fish in space]
10-10-08, 01:47
Raising, it just sticks out like a sore thumb in an overall great sheet

Rabid_Scotty92
10-10-08, 02:38
Hopefully this fixes it, but motion blurs are NOT my thing. Also, I renamed Fighter Man to Booster Man.

Rabid_Scotty92
10-10-08, 18:39
new Robot Ma.... ehem, Mistress. Relay Woman, the ma...MISTRESS... of Radio Waves! I know she's a bit plain and she may remind you of Ashe, but what needs done to fix that?

[fish in space]
10-10-08, 19:48
That looks even worse. Make it look a bit more like knightman's attack.

Rabid_Scotty92
10-10-08, 20:48
That was my example the first time, but I didn't follow it very well. Attempt 2:

[fish in space]
10-10-08, 21:33
Getting better. Make it so it comes from the whole screw, not just the tip.

Rabid_Scotty92
10-10-08, 22:06
I think I got it. But I'll tell ya, it just looks like a mess at 600% zoom, where I work on it at.

Rabid_Scotty92
10-10-08, 22:33
New Avatar!

45 frickin'-doodle-doo frames. but it only took me 5 minutes or so.

[fish in space]
10-10-08, 22:46
That's great. good job.

Rabid_Scotty92
11-10-08, 18:53
For my next update, I have more Relay Woman poses, and a CD data entry for my RMs. No sprites for them, just the words.

Driver Man
A mechanic robot that Wily stole. He often helps Wily repair other Robot Masters.
"Why do I keep building you?"
Good Point: Handy
Bad Point: Grease Monkey
Likes: Flatheads
Dislikes: Striped Screws

Booster Man
An upgrade to Gyro Man. Wily can't get over how expensive rocket fuel is.
"Step aside, Heli-Boy!"
Good Point: Fast
Bad Point: Reckless
Likes: Flying Recklessly
Dislikes: SAM Batteries

Relay Woman
A Robot Mistress designed to steal Satellite Television. She has been given a laser-absorbing relay dish.
"Hmm, can't get a signal here..."
Good Point: Diligent
Bad Point: Petty Thief
Likes: Clear days
Dislikes: Cable

Note: First attempt at running MM1-6 style

Rabid_Scotty92
13-10-08, 02:11
Upa-data. Relay woman is pretty much complete, unless something more cool comes to my mind. The pattern works like this:

The laser cannon in the sheet is a large source of annoyance in a battle. It can't be destroyed; It can attack, and slide across the ceiling to aim. It also (and this is probably the most annoying feature) can heal Relay Woman. Relay Woman absorbs optic lasers and stores them in her core for blasting at you (first row, last three sprites). She fires 12 times, jumping when you jump at this point, then retreats to a platform in the middle of the room, where her laser friend meets her. She raises her receiver, and the laser fires into it. After she gets 4 shots, her core will be full, and she'll start exchanging her weapon energy for health, healing 2 bars per shot. Not only will she use her laser to recover, she'll also command it to attack (final row, all sprites); it will start at one end of the room and go to the other, while firing a barrage of lasers in quick intervals. The only safe spot is underneath Relay's platform, but she won't stop firing at you.

If you shoot her three times while she is charging her energy, her core will active a fail-safe that stops the laser, to prevent her core from going unstable. the fight will proceed as normal, but she won't have 12 full shots if she was damaged before getting four laser blasts (every laser shot at her gives her 3 shots).

Her weakness will be a weapon that will deal an impressive amount of damage, sending her energy core into instability before the fail-safe can activate. It will likely be the Boost Bomber (renamed from Fighter Bomber).

Rabid_Scotty92
17-10-08, 15:36
Okay, considering I can't make 32-bit sprites like I can make 8-bit, I made my Roll-upgrade in 8-bit. The MM9 sprite is there for size comparison (the sprites are the same height) and everything but the head is scratch.

Rabid_Scotty92
17-10-08, 17:12
quadruple post!! ohnoes!

just a wimpy recolor/reshade of tango from MMV. I want to expand it later.

Rabid_Scotty92
28-10-08, 00:26
Quintuple post for the win!

Roll upgrade V3. It originally started as an adapter based on Eddie/Flip-Top, but I decided I liked this as an alternative to the repeated Mega Man-clone outfit.

Yes, I know. Bombs. I got the idea from the MegaMan NT Warrior, when Roll uses that attack, and says "Roll Blast!". I dunno, I wanted a main character to have bombs. Because, no matter how boyish, blowing stuff up is cool.

C+C would be great, thanks.

Ony
28-10-08, 00:59
C-C-C-COMBO BREAKER!
her hair looks odd in the hurt pose, more like a blob than a ponytail.
But I like this roll.

Rabid_Scotty92
28-10-08, 01:57
the hair in the hurt is a mm9 ripoff... eh, literally. (rip off the head and stick it here). Xp

Rabid_Scotty92
28-10-08, 16:31
Update: jumping poses and face fixes. In case nobody noticed, I'm not using the magenta from the MM9 sprite. C+C please.

Rabid_Scotty92
02-12-08, 19:41
Gravedigging 101: if you want to do it, use your own sprite thread.

Anyway, I've returned to spriting, and while I have another robot master, it's not an original of mine. From MMBN 3, here is my interpretation of King Man in MM style. C+C please.

Rabid_Scotty92
02-12-08, 22:09
As a suggestion from flashchat, King Man has been renamed Chess Man. Another suggestion that I recieved is that in the game of chess, the queen is the most powerful piece. So, I added a Chess Woman, and I figure they will fight as a pair. Because the queen is stronger, she will summon rooks and knights two-and-a-half times as fast as Chess Man, but while she can be destroyed, Chess Woman's damage does not effect the pair's healthbar. When she is destroyed, a pawn will appear and slowly hop across the room. if it reaches the end of said room, the Queen, Chess woman, will reappear. C+C on the pattern and sprites please.

Fugsnarf
02-12-08, 22:21
Nice idea and great sprites.
I would suggest that Chessman's main standing sprite should be him with his hand down and summoning the chess peices should have something like what he's doing now by holding his hand out. Same with chesswoman I suppose.
(I've never played the MMBN with Chessman in it so maybe he has his hand out at all times, but it seems unrealistic to me.)

Rabid_Scotty92
03-12-08, 01:57
I can definitely change what his standing pose is, as I was aiming more for the final frame of his intro taunt with that. Other matter at hand:

I finished the Roll 8-bit armor sprites I'd put up last time, so here they are.

the blinking pose with the legs spread in midair is both transformation, and a MMX-style giga attack, where she throws out six bombs, three on each side.

Fugsnarf
03-12-08, 21:29
The giga attack is...interesting. I really don't like the "running" poses. They look to me more like awkward walking poses. Maybe an animation of it would get rid of my doubts.

Rabid_Scotty92
03-12-08, 22:03
Running animated. The sprite will be darkened by my animator.

Plus, I got inspired by Shike to make a samus 8-bit in MM style, so there's that too. It's probably too small, I have a habit of doing that while working at an 800% zoom.

Fugsnarf
03-12-08, 22:18
Yeah the Samus looks a little awkward to me. Not very Megaman-styled. The Roll running does look a little awkward as I suspected. I'm not sure what I would suggest you do about that though. I mean it would work, but its not perfect.

Rabid_Scotty92
03-12-08, 23:23
It looks like more of a jog, which is what I always thought they did anyway (they don't move terribly fast for platformers, mario is faster), but it could definitely use some reworking. Samus looks a little short, but that is the general shape I think she should have. She isn't designed with a MM-specific flavor, as her shape isn't anything like mega man in shape. So certain aspects of MM-style, such as the general size of the boots and hands wouldn't apply in such an extreme sense as they do in mega man, but more the size I presented, I think.

Fugsnarf
03-12-08, 23:50
yeah I would suggest making her a few or even several pixels larger.

Rabid_Scotty92
04-12-08, 02:49
How is the size now?

EDIT: Changed the details of the power suit (read: Green lights on the chest) to match the setup from Metroid Prime.

Hoth
04-12-08, 03:19
That samus sprite is a bit too thin.
If you're going for megaman style she'll need to be a bit mor bulky arround the legs and torso.
To my knowledge Samus has round shoulder pads that are bigger than her head.

Rabid_Scotty92
04-12-08, 04:15
That's the Varia Suit, the one she is usually depicted in. The one I'm going for is famous for its huge shoulder pad shape, it's called the Power Suit. Samus probably needs to be bulked up along with her gain in height.

Edit: Apparently I was wrong. I think it looks it's best with non mega man legs and a bulked upper body. Are people in agreement?

Fugsnarf
05-12-08, 01:57
I dont like the stomach area on her. Looks too plain and too fat. Just adding a little more detail there might help. Looks kinda like she's wearing pajama pants, lol.

Rabid_Scotty92
05-12-08, 16:07
Tampered with it again, and started sheeting other stuff.
Comments?

Fugsnarf
05-12-08, 20:23
I like the chest plate a little more. How about adding some detail to the stomach area still like I said? Or simply separate the upper body from the legs?
Rolling poses are decent. Shooting pose is...fairly simple. I mean even I coulda stuck out her (buster?, shooting arm?) like that.

The second projectile appears to be the missiles she gets. I myself think they are too thin in the middle. They look too much like arrows or harpoons.

Rabid_Scotty92
06-12-08, 01:35
I see. I tried to add detail to the stomach, but the only detail on that spot are short metal plates, set up to allow flexibility to her abdominal area, but I can't make that look right. I could try separating it from her legs. Mega Man style shooting has little change from standing to shooting, but I should make her lean over, at least.

Fugsnarf
06-12-08, 02:39
yeah that's what I was thinking. A slight leaning.
And yes, I think simply separating the legs from the abdominal area would fix the problem.

Korby
07-12-08, 02:33
I just noticed something. In metroid prime, samus's gun is on the other hand than you have it on XD

Uh yeah, that's all I have to say.

Rabid_Scotty92
08-12-08, 18:02
I could have sworn it was on her left. I'll need to fix that.

BarylTDF
08-12-08, 18:06
Roll running is awesome and makes me LOL , but samus is really short.

Rabid_Scotty92
08-12-08, 19:11
Well, did something for about five minutes. My favorite style is Wily Wars, so I want people to see this thing, and tell if it looks right. If it does, I will re-shade a version for Wily Wars.

Fugsnarf
08-12-08, 19:43
yeah I actually like this color scheme a little better.
I very much like the wily wars style as well.

Rabid_Scotty92
09-12-08, 01:34
I made a reshade of Zero20xd6's 8-bit Bass, which is PD, mostly out of boredom and need for entertainment while dealing with being sick. Credit Zero20xd6 if it's used.

Note: I need to add an in-style teleport yet.

Fugsnarf
09-12-08, 01:41
I have yet to see the first one, I'm guessing it was 8-bit. It looks very good to me. A decent job. Since you didn't make the sprite yourself though I guess I won't critique the sprite itself. As far as I can see, though, the recoloring looks nice.

Rabid_Scotty92
09-12-08, 01:44
I have yet to see the first one, I'm guessing it was 8-bit. It looks very good to me. A decent job. Since you didn't make the sprite yourself though I guess I won't critique the sprite itself. As far as I can see, though, the recoloring looks nice.

The sprite is listed in the first post of his thread, which is currently on the first page.

Fugsnarf
09-12-08, 01:48
Oh, I see. Yes, decent. You certainly Wily Warified it.

Rabid_Scotty92
09-12-08, 02:42
I'm just hashin' 'em out tonight. My Roll Armor sprites Wily Warified.

EDIT: Realized I forgot some shading. Fixed.

Rabid_Scotty92
09-12-08, 05:20
One more before I pass out. Tornado Man with a WW reshade.

turpinator
09-12-08, 06:12
Looks good!

Fugsnarf
09-12-08, 20:04
I like! The Tornadoman looks awesome.

Rabid_Scotty92
09-12-08, 20:52
because my reshading lacks the size or animation style of WW, I'm just going to call it a reshaded 8-bit style. Because we can't have our Blue Bomber look out of style, I redid him. The five poses at the bottom are edited by wataresistant of BnG.

Vee
09-12-08, 20:56
All went from good to... this Mega Man. I don't care for it. Theres something about the shading. Too much contrast, I say.

Rabid_Scotty92
09-12-08, 21:30
That can be remedied. In the meantime, you can actually critique this sprite. I guess it's a kind of counterpart to Ring Man, Chakram Woman. There is both 8-bit and the reshade. C+C?

Fugsnarf
09-12-08, 21:46
I don't like the 8-bit at all. Far too bright colors if you ask me. The reshade looks alot better.

Rabid_Scotty92
09-12-08, 21:51
replaced the dark color on the reshade with the main blue on the 8-bit. Thoughts?

Fugsnarf
09-12-08, 21:53
That is alot better. It is far more defined now.

Rabid_Scotty92
09-12-08, 23:37
Update: Chakram Woman has attacking and jump attacking. I can't make a dash look right, so I'm going to the request thread with that.

Fugsnarf
09-12-08, 23:53
looks good.

Rabid_Scotty92
10-12-08, 00:43
Got the reshade done up to that point on the sheet

Edit: Managed to mess with the contrast of Mega Man's reshade.

Fugsnarf
10-12-08, 01:22
the shading IS a little better in the megaman. I still must say that there is a reason they completely redid megaman's sprites in WW but only reshaded most of the others =/

Rabid_Scotty92
10-12-08, 01:29
I'm just attempting to make mega man fit the style of the reshades I'm doing. Most of the notable characters in WW, namely mega man and the bosses, had their sprites overhauled. Now I have a Mega that fits with the enemies of WW and some of the bosses I've seen that have been reshaded by another person (or me).

Edit: Shading update on Chakram Woman's reshade.

Fugsnarf
10-12-08, 21:30
lookin good.

Rabid_Scotty92
11-12-08, 00:39
I was hoping for more crit. Anyway, Both sheets are pretty much complete, as I have finished the dash. Pattern explaination begins now.

Chakram Woman's weapon isn't exactly a chakram, but more of a wind-and-fire-wheel, as chakrams are thrown weapons. The name still fits though, as her laser Chakram projects copies of itself when swung. One Chakram holograph goes in an upward diagonal, another goes straight. However, if Chakram Woman does this in a jump slash, a chakram goes downward diagonal instead of upward. The key to dodging involves keeping your distance, so be careful if she moves in for the slice. Luckily, this slash is weaker, and cannot create holograms. Her pattern is based only on your position at the time. Her first instinct is to launch chakram holograms. This is then followed by an attack that will vary depending on the distance between you and her.

Close= Dash, attack
Not Close= Jump, attack, then Dash closer.

Fugsnarf
12-12-08, 03:02
Yeah I didn't really think the last one required much critique since it was just a recolor...anyways, I like the idea of the chakram holograms.
What exactly are the sprites in the bottem line? They like as if she is skating on ice or something.
Also if it is ment to be a wind/fire wheel then maybe you should make that a little more known in the "chakram's" sprite itself. At least while it's being thrown.

Rabid_Scotty92
12-12-08, 23:59
It's a kind of upright charge/dash. The shaded one has flames that follow it. I might reshade part of the chakram to look like a handle, but adding the detail of a wind and fire wheel would be nigh impossible with it's size.

Rabid_Scotty92
13-12-08, 02:00
Ok, did anyone realize that there is no robot master that is Hammer-Based? I came up with one. Presenting the rather massive Sledge Man, full scratch. And yeah, Blue robotic/alien eyes. I'm getting sick of trying to fit pupils in my eyes.

Edit: Added a comparison to gutsman

Fugsnarf
13-12-08, 02:55
That is very nice, very impressive. I like that alot. The only thing is his face. I'm not sure what you're trying to do with his head. Is it a hammer on his head? I know you said you're sick of trying to get pupils in his eye, but if you want to be a perfectionist, I would try to do something about it.

Rabid_Scotty92
13-12-08, 02:57
The angle is incorrect. I shall need to fix that. Oh, and yes, it is the head of a hammer (damn, that's gonna lead to a lot of puns).

Fugsnarf
13-12-08, 16:36
I really like it, I just wish you could do something about his face.

Ryo Hazaki
14-12-08, 00:04
Sledgeman uses a claw hammer? Huh, I thought a sledgehammer would be more appropriate, considering Sledgeman's size. Also, I think Chakramwoman could do with a little thickening, she seems almost anorexic.

Rabid_Scotty92
18-12-08, 16:50
It does look like a claw hammer, doesn't it? I was going more for a gradually shrinking sledge hammer. I work on that.

Edit: I think I managed to fit pupils on him, but I need crit on that. Also fixed the appearance of his hammer, making it look more like a mallet-shaped sledge hammer than a single head one.

Fugsnarf
18-12-08, 17:27
Yeah, I like the hammer alot better now. The pupils look alright I guess. It looks a little weird though. Almost like his eyes are bleeding. I suppose it is the best you can do without editing the hammer on top of his head.

RandyPandy
18-12-08, 17:54
Sledgeman looks pretty good, but I think I preferred the blue eyes over what you have now. The pupils on the new one just look off to me.

Rabid_Scotty92
18-12-08, 19:57
I'll try shortening the hammer-helmet's face, and see if I can make it look more like an eye.

Fugsnarf
19-12-08, 02:28
I would suggest simply raising his head up a little. Right now he is kind of looking downward. That might be what is causing the problem.

Rabid_Scotty92
22-12-08, 01:17
Sledge Man sheet progress. The hammer swinging is a bit awkward, and it needs a motion blur, but I think its coming along nicely. I decied the hammer would knock debris into the air, and make a shockwave, so that is the stuff that's off to the side in the second row. I shortened the helmet hammer's face and increased the size of his own face, and gave him a lazy looking scowl.

Rabid_Scotty92
22-12-08, 18:11
New RM, and he needs some advice.

First and foremost, critique is beneficial. Secondly, I'm stuck between on a name.

He's made out of compacted rocks, so I was thinking either Gravel Man (the attachments name) or Crag Man. Boulder Man is also an option, but I try to avoid names that someone else has picked for a Robot master (Boulder Man has art on deviantart and a sprite in zero20xd6's thread).

Ryo Hazaki
22-12-08, 18:26
Rock man *shot*

What about Geo man?

Anyway, his forearms seem a bit on the short side.

Fugsnarf
22-12-08, 20:48
I agree his forearms are a bit short. I am also short on names =/.
Back to sledgeman: There is alot more you can do with his eye now that you raised the hammer up a bit. It kind of looks like he has swelling above his left eye or something.

Rabid_Scotty92
22-12-08, 21:19
More to look at. No, it's not a robot master, it is my first genuinely pointless fan character, Celesta. The thought I had was that she was a prototype caregiver for Bass/Forte, but when Wily noted Bass's overwhelmingly independent nature, decided it was not a good idea to pursue her creation any farther. Mega Man discovers the robot and her plans at Wily's recently destroyed fortress, and thinking that she may be of interest to Doctor Light, sent her back to him. No idea of her purpose other than to pass the time at this point. Oh yeah, I need someone to tell me which pallette to use, and some furthering of her purpose would be nice as well.

Edit: oh, and on Sledge Man. I kind of was thinking of the book "Of Mice and Men" while working on the face, and implemented my opinion of what Lennie's face would look like into the sprite, as they share the fact that they are both overwhelmingly large.

Ryo Hazaki
22-12-08, 22:44
Well, The blue one looks better, IMO.

Probably make her a healer robot to Megaman, Bass, and Protoman?

Rabid_Scotty92
23-12-08, 01:47
further advancing Celesta's Purpose.

Celesta has 4 useable forms, each with a different purpose. Because of her need to be on the field with Bass to support him, she was originally designed with a variety of chips with pre-programmed functions and weapons. Each chip was to help her serve in a specific aspect of combat, such as Offense, Defense, and Recovery.

Blue is Normal Form. It is basically a skeleton that the other three are formed around.

Green is Guard Form. Celesta's armor thickens, and her normal, uncharged attack is the C. Reflector, which returns enemy projectiles. It only lasts for a half-second, so timing is crucial. Her Charge attack is a normal charge shot.

Orange is Attack Form. Celesta gains a buster shot that is twice as strong as Mega Man's uncharged buster, but only allows 2 bullets on screen. Her buster cannot charge in this form, and she gains the ability to dash.

Pink is Recover Form. Celesta tosses out small heart-shaped items, which will either explode or turn into small health items. If the heart flashes only twice, it changes into a health item. If it flashes 3 times, it explodes with a large blast.

Fugsnarf
23-12-08, 01:52
I like that. Good ideas. The only thing is just that she looks so much smaller in comparison to the other sprites you've make in the same style. Maybe I'm wrong though.

Rabid_Scotty92
23-12-08, 02:01
I wanted her to be tiny, but I need to look at My Roll sprites and compare them. she is supposed to be about a pixel shorter than Roll.

Edit: Just checked, and she is actually a pixel taller than Roll. that works too.

Fugsnarf
23-12-08, 16:56
Do you ever plan on making Megaman, Protoman, Bass, etc in this style of yours later on? Just curious.

Rabid_Scotty92
23-12-08, 17:07
Well, I'm really trying to mimic the MM1-6 style, but most things I do don't live up to that name. There already seem to be sprites for Mega Man, Proto Man, and Bass in this style, all of which are PD. apparently I'm not doing a good enough job, if I appear to have my own style I'm spriting in.

Fugsnarf
23-12-08, 17:40
You do slightly have your own style, but I actually like it a bit.

Rabid_Scotty92
23-12-08, 20:05
Bringing this back from the grave.

My idea was to turn FatSatan's Mind-blowingly stupid character Crash back into the Scowl-faced, trigger-happy nutjob we know as Crash Man. besides face edits, a minor recoloration, and a completely new jump (based off of Protoman's, obviously), there isn't much that I've done with this Mega Man edit. It is based on the final version used in the Comic, Crash & Bass, before the comic was abandoned. Obviously full credit must go to FatSatan. MM7-style needed more Robot Master style-edits anyway.

Fugsnarf
23-12-08, 22:03
That looks very good, I like it. The only thing I see is that I think the drill bomb things look a little fat at the end compared to what I remember.

Rabid_Scotty92
24-12-08, 03:56
It's not likely that I shaded this in-style, but I figured I'd try it anyway.

Quick Man, MM7-style. Pose arranged with help from mjkrazak's GRCS Robot creator template, 15+1 colors.

Fugsnarf
24-12-08, 14:46
I don't like his head very much. If you look at most MM7 styled sprites as well as the original quickman, youll notice that the head is usually not facing the side, instead it usually faces kinda of turned towards the side but also towards the front. The way you have it kind of makes it look MMZ styled in a way. Just look at your crashman. You can see most of the face.

Rabid_Scotty92
24-12-08, 16:30
Fix attempt. Any better?

Ryo Hazaki
24-12-08, 16:37
A bit, but his boomering needs to look more like his official art. Right now it looks like a U.

Fugsnarf
24-12-08, 17:02
I agree. He's also a little thin. Most Megaman 7 styled sprites are fairly fat, like the crashman is.

Rabid_Scotty92
24-12-08, 18:26
Change of course while I work on the shape of the boomerang. Roll in MM7-style, with the armor I made for her 8-bit sprite, with minor alterations. I think that the white of the boots might be pillow-shaded. 15+1 colors.

Also, while looking over official art, I noticed that Quick Man has a wide upper body, but thinner thighs than most RMs. so I should widen his upper body, or thin out his legs?

Rabid_Scotty92
24-12-08, 19:01
This is probably pushing pointless bump but I worked with Quick Man's helmet. I don't think I'll thicken him, as he looks almost too stout to me. The Boomerang has only had the left (his left) side widened a bit, but it looks much better to me.

Vee
24-12-08, 19:17
Quick Man looks a tad small and has an incredibly girly face.

Rabid_Scotty92
24-12-08, 19:53
That much I noticed. He probably needs to be taller. An edgy-er looking face is in the works.

Edit: Added a comparison between the old v2 sprite and the new v3. C+C

Rabid_Scotty92
24-12-08, 22:09
Newest Quick Man (v4). Changed the face again, increased his height, and redid the knee pads.
C+C?

Fugsnarf
24-12-08, 22:35
Looks alot different with the white background for some reason. Might wanna fix his mouth and get rid of the teeth. Looks kinda sloppy looking.
I like his fatness a little more, and the knee pades look alot better.

Rabid_Scotty92
25-12-08, 00:32
V4.2. I think it is right now. C+C, and Merry Christmas.

Fugsnarf
25-12-08, 01:19
Merry Christmas to you too. And that looks alot better.

Rabid_Scotty92
25-12-08, 04:10
The Christmas conversion (Yes, I made that up.) has arrived! For simplicity's sake, and the fact that I decided to do this 30 minutes ago, here is a minor edit of Sniper Joe, into Wily's latest machinegun-brandishing henchman, Rapid Joe!

Fugsnarf
25-12-08, 16:40
Interesting. A simple edit, but a good idea. I like the shield alot.

Rabid_Scotty92
25-12-08, 18:59
It's funny you mention the shield... I thought I should deviate from the Original Sniper J. a little more, so I made an alternate color scheme to the shield. It matches more, with this Joe's buster being white with red as a secondary color, I made the shield white with a red cross and gold trim. It kinda looks like the Norwegian Flag turned sideways. It's now just a matter of preference.

Fugsnarf
26-12-08, 01:52
I honestly can't decide. I like both of them. I have to lean a little towards the second one though just because it matches the color scheme like you said. Almost looks a little regal.

Rabid_Scotty92
02-01-09, 18:22
Hi there. this is an idea I have had for years, so I'm gonna see what I can do with it.

Roll in a "Tango Merge". I Haven't done a lot with the sprites, but when I finish it, there should be an actual MM7 Tango, this sprite with dashing, ladder-climbing, jumping, double-jumping, ninja run, a claw- 3-hit combo, and all the other basics. Oh, and a transform sequence. My plan is that this is how you would play a level with Roll, immediately starting a transform sequence with the teleport intro, and be unable to change that form. So, Roll can't use master weapons, but can effectively reach areas that Megs would need a master weapon to reach, minus breakable walls. I need some crit.

Vee
02-01-09, 20:20
I think that Blues would have a Tango merge, and Roll would have a Beat merge. It makes sense to me. In the manga, I'm pretty sure Blues has a good relationship with Tango. In MM Battle In Chase, Roll's car is the Pop'n Beat (which looks like beat). Either way, it seems a little shiny.

Rabid_Scotty92
03-01-09, 01:57
I do recall those facts, but I was mostly going off of Blues having Beat for a partner in Mega Man: The Power Battle/Fighters.

Anyway, killed the shine on the boots, but I like the rubber effect the white gives the yellow, so I left it. Just added a few random poses for testing. From left to right: Stand erect, Air attack (will be a kick that creates a slash wave at a diagonal towards the ground), Tango Merge complete, and jump, which could use some foot tweaking.

Fugsnarf
03-01-09, 03:25
and jump, which could use some foot tweaking.
yes I agree on that. I gotta say that the arms look a little awkward though...but if I start saying that for you, I'll have to start saying that about alot of Capcom's jumping sprites...
The falling kick attack thing looks alright but it's a little hard to judge since it's not complete.
The tail on the merge completion should have a little lighter color near the top since the falling kick sprite does. Also, where's the tail on her standing pose?

Rabid_Scotty92
03-01-09, 03:31
hidden behind the arm. The tail ever-so-slightly sticks out from the fore-arm

Vee
03-01-09, 22:00
Looking good, but you need to promise me this: She'll have a spindash attack by the end of it. ;)

Rabid_Scotty92
04-01-09, 01:27
That was what I planned to shoot from the kick slash, seen below. It will be both the aerial attack and the 3rd hit in the combo. Bonus: I added an animation strip. Throw that into an animator at 55 x 53, and watch.

Fugsnarf
04-01-09, 16:41
Looks good, better than I thought it would actually. Good work.
There's only one thing that really sticks out to me with my perfectionist mind. There is this single pixel coming out of the bottem of Roll's tail in the second sprite of the air kick dash attack thing. I don't know if you want it there or not, but I don't think it should be there myself. It's a very tiny little thing, but it's all I notice.

Rabid_Scotty92
05-01-09, 23:31
I've added to Roll. I have it in my head that she'll merge with Tango, then grow the tail to complete the transformation. so I added sprites of that.

Zero James Magnion
05-01-09, 23:57
I've added to Roll. I have it in my head that she'll merge with Tango, then grow the tail to complete the transformation. so I added sprites of that.

Good idea. After additions such as tails and wings should always be added either before or after the initial transformation, but never an actual part of the phase shift itself.

One thing that bugs me though. I don't see a reason to keep Roll's mouth hanging open as she falls. it looks king of out of place, and personally annoys me.

I have to say, that air kick is really nice. It's like a heel drop.

Fugsnarf
06-01-09, 01:23
Nice work. I like the transformation alot.

Ninjatalos
22-01-09, 06:18
Awesome job i like a lot the red sniperjoe remeber me the machinegun sniperjoe from megaman 9: http://www.sprites-inc.co.uk/files/Classic/MM9/Enemy/mm9_enemy.png

Also the roll tango armor looks awesome i cant wait to see the full sheet.

Blackhook
22-01-09, 14:47
It is the red Sniper joe from MM9 captain obnious

Ninjatalos
22-01-09, 16:14
Well the shield and the machine gun arm is different but still awesome.

Rabid_Scotty92
04-02-09, 03:34
Well, it's been nearly a month. I have done little, and I come here today for some crit on this dude, Solar Man. I feel that he's a little plain, but I don't know what else to do with him. Nonetheless, C+C please.

Shike
04-02-09, 07:23
Plus, I got inspired by Shike to make a samus 8-bit in MM style, so there's that too.

How'd i miss that? :D

On more current events, Solar Man seems a little thin for an RM of that height, I've come under the impression that The Shorter ones seem stockier (like Metal Man)

Oh, and i'm not sure how much it helps, but if 6x leads to sprites being too short, try 4x. You can switch from 1 to 4 by hitting Ctrl+Page Down, and switch back with Ctrl+Page up.

Rabid_Scotty92
05-02-09, 00:02
Scratch Solar Man.
Instead, I did something a little different. I made an old robot master in 8-bit.

Behold, Dynamo Man! With a 32-bit comparison!

Rabid_Scotty92
05-02-09, 15:57
More poses, and a few fixes, plus a palette change so that I'm not using six colors, which looks out of style to me, despite it being perfectly useable, with 6 colors being 2 layers and all.

Anyway, C+C is good, because I'm not sure if I'm doing this right. Second pose is his jump, by the way. I thought I'd give him one that fit into the jumping style of the day.

Ryo Hazaki
05-02-09, 16:07
His face seems kind of... small.

Rabid_Scotty92
05-02-09, 16:43
added a pixel to the top of his head, raised the eyes, and added a pixel to his face.

Ryo Hazaki
05-02-09, 16:51
Much better now. You may also want to lengthen the arm by about a pixel.

Rabid_Scotty92
05-02-09, 20:27
So Me, Shike, and NintendoNick are talking in FlashChat, and we get on the subject of Robot Masters. Well, Nick has a ton of ideas that he hasn't sprited yet, but wants to start doing soon. I got inspired with helping out with the weapons, and started spriting some of them for the hell of it. The results:

Gatling Bolt: A weapon that fires three quick shots with one button press.
Sakurai Storm: Not certain of the details anymore, but whatever it ends up being (my suggestion was to have him spin across the ground while attacking, Drei said to make it a redux of Top Spin), will use these petals (or better versions of them.)
Sniper Shot: A weapon that fires one bullet straight ahead, which can pierce armor, and break through shields that normal shots bounce off of.
Data Crasher: A weapon that freezes enemies for a short period, allowing them to be used as platforms until they blow up. (?)

And, if someone would be so kind, I need that met animated at 30 FPS.

Rabid_Scotty92
06-02-09, 00:25
New weapon! Signal Stop: We'll figure out the details later.

Edit: At Nick's request, added the yellow light.

Rabid_Scotty92
06-02-09, 17:39
More work on Dynamo Man. Got some of his attack effects finished, but I phail at making the Electrical ball. I need the dash, and I'm wondering if I should do his health-machine-thing. C+C please.

Blackhook
06-02-09, 17:42
Why is he so dark?

Rabid_Scotty92
06-02-09, 17:47
It was the color that fit. Since I took out the grey from the original, and replaced it with green, I darkened it an official NES shade to compensate. That, an his main color is more of an olive green; That was the closest relative to olive out of some 54 colors.

Rabid_Scotty92
06-02-09, 20:14
Does this look passable? I'm not overly happy with it, but so far it's the best I can do. If this doesn't work, I'll give him a dash that looks more like most others.

Rabid_Scotty92
07-02-09, 00:04
New thingy. I made armor for Roll awhile back, and then made a merge in 16-bit. So, combining the two, I get Roll Merges in 8-bit. From Right to left, they are:

Tango Merge, Rush Merge, Beat Merge, Eddie Merge, Neutral Armor.

I have neutral armor's sheet done, except for ladder poses, which I will take to the request thread. The same is true for the Eddie Merge, which is somewhere else, it's complete besides ladder poses.

The weapons these Merges use are always different, and abilities vary between them. They work like X's Armor; You can only chose one at the beginning, once you find the part for it. Roll can't use master weapons, but her merge's abilities will help her get through a stage.

Tango Merge can double jump and slide, and it's weapon is the Tango Claw.
Rush Merge can run more quickly and slide, and it uses the Power Armor's Fist attack.
Beat Merge has foot jets that let it hover and air dash, and it attacks with a spread buster and can Charge up to do a Beat Dash, which damages enemies while Roll is invincible
Eddie Merge can slide and Charge up. It's weapon is the Eddie Bomb, which when charged, will be thrown out on both sides of Roll. It also has a Giga Attack, which launches 6 bombs out in both directions.
Neutral Armor is the suit that allows Roll to preform a "Merge". It has only a weak buster and the ability to slide.

Rabid_Scotty92
07-02-09, 18:53
Roll's Beat Merge is about 75% complete. It still needs the ladder-climb poses and dash sprites, but it's pretty much done.

Rabid_Scotty92
10-02-09, 00:21
Here are the Roll Merges that are complete as of now. Thanatos-Zero needs to be credited for the ladder poses, as I can never seem to get those right.

Eddie Merge is almost done, and merely needs to have the ladder poses added. Two down, three to go.

Rabid_Scotty92
11-02-09, 15:58
6th post in a row. Damn. Well, hopefully these get more attention. Grenade Man from MM8, 8-bit, and soon to be added to my PD thread, upon completion. Grenade man is fairly detail accurate, but I don't think I managed to get his shape down. Also, he has a more 8-bit pose than his original standing sprite.

Shike
11-02-09, 16:03
Huh. Never noticed How Much Fake Man looks like him.

Rabid_Scotty92
11-02-09, 20:34
V2, compared to V1. V1 is the taller of the two. which version looks more accurate?

Edit: Okay, they aren't exactly aligned properly. it's still the one that looks taller.

Rabid_Scotty92
11-02-09, 22:00
Suggestions from flashchat have lead to V2.5. basic fixes, and recoloring to a more accurate color.
NDraxian0 suggested I use V1, so I'll recolor that and add it soon.

Rabid_Scotty92
12-02-09, 14:57
I found the RockMan 8 8-bit sprite for grenade man, I I think I'm gonna completely redo him later. In the mean time, I tried Oil Man in 8-bit.

Oh, and NDraxian0, I was wrong. There are 24 Robot masters that aren't in 8-bit officially. MM7 = 8 + MM8 = 16 + MM&B = 22 + MMPU = 24.

Rabid_Scotty92
12-02-09, 19:32
New Version of Oilman, based off of, well, better observation. C+C please?

Edit: Revamped one more time in the last five minutes.

Edit2: Added Time Man. C+C please?

Shike
12-02-09, 20:59
They seem awkward. i'm not sure how to explain it. However, i've seen little of them in game, so i don't know if that's intended.

Rabid_Scotty92
13-02-09, 00:35
I think it may be that their bodies are too wide. How does it look now?

Rabid_Scotty92
13-02-09, 18:23
New stuff. Crescent Woman, my next and probably best attempt at a female Robot Master/Mistress. Only thing terribly crescent-ish about her now is her helmet hair, but her weapon will be crescent-y too.

Rabid_Scotty92
13-02-09, 19:40
Best Robot Master ever. Period.

Dragon Man.

Rabid_Scotty92
13-02-09, 20:40
Updated, sorta. I added the list of PD sprites and links to the first post.

Rabid_Scotty92
13-02-09, 23:17
Crescent Woman is pretty much done, unless I go back and make running poses.

The pattern works like this.
She begins the fight by putting up her shield (2nd row, first three poses, then to neutral stance, 1st row, 1st sprite) which is impenetrable except to her weakness. She jumps to mega man's position, then takes a short hop in his direction. After hopping, she will either jump straight up and launches her Crescent Barrier directly at mega man (2nd row, last sprite), or will take another short hop, and launch it from the ground, straight ahead (2nd row, 5th and 6th sprite). Afterward she will take a long jump to one corner of the room, and then make short hops to the other end, before donning her Barrier again. This is your chance to attack, if you lack her weakness. If hit with her weakness, she drops her shield (1st row, 2nd sprite), and repeats the very end of her pattern, from the point after she throws her Barrier.
C+C?

Rabid_Scotty92
20-02-09, 20:07
So, new guy Called Strike Man. What he does:

Runs across the room, and then fades out. He then launches a cursor that homes on to mega man. If the cursor is the first one, Strike Man will Reappear on the ground across from Mega Man, and will then fire a Strike laser, all in a matter of moments. If the cursor is Type 2, Strike Man will Appear above Mega Man, off to the right or the left, and fire a Strike Laser downward, at an angle. It then will create a Strike Wave along the ground in the direction it was going. The third type of cursor will make Strike Man appear above Mega Man, then Fire the laser directly downward. After he reappears, he will land on the floor (if he shot from the air) and repeat the pattern.

He was originally called Rapid Man, with a different pallete and different moves, but this suits his design more. Oh yeah, and Shike. I liked your Laser's look, so I replicated it for my own evil purposes.

Keoke
20-02-09, 20:44
It looks nice,but I'm not really that much of a spriter,so I won't really know so much. But For dragonman,he looks a bit..small.Maybe increase his head alittle.Also,you should make him a little buffer,like as in the arms.He looks kinda skinny,somewhat. Cresent woman looks okay too,but she seems to have too little movement.Example,when she gets hit or so,she still maintain the same pose.She should move her arms alittle,especially the left arm.It looks like it's just staying there and not moving one bit like it's a fake arm or something.
Strike man looks really nicely done,to me anyway.I like how you gave him a few poses and things.He kinda reminds me of Searchman,mostly cause they both use cursors and Searchman is also green and uses satalite. I think that's really all,but What do I know,*laughs*

Rabid_Scotty92
21-02-09, 01:48
HEY! I made something that's not a Robot Master, and as most would say, way more useful! IT'S A TILESET!

ehem.... I decided that this Cave tileset would be used for Crescent Woman's stage. I will probably add some non-tile objects later (one Idea I have is to make a moon that looks exactly like the tile moon, only yellow. It will turn to point the crescent's ends down and fall on Mega Man).

Edit: Viewing it in a game program like Game maker is best. It's 16 x 16.

Rabid_Scotty92
21-02-09, 04:40
upon Shike's Request, here is a mock-up of the Tileset.

Fluttershy
21-02-09, 04:44
Oh WOW. That looks REALLY cool. Wish I could do something like that.

Fugsnarf
21-02-09, 05:31
Wow, hmm looks pretty decent, that tileset of yours. Nice work.
Strikeman looks good to me as well. I don't see any major flaws.

Rabid_Scotty92
22-02-09, 05:46
Less dramatic than a tile set, but still useful. Plus, I can put it in my PD thread. 8-bit Bass mugshot, modified from a power fighters mug. C+C, to see if there is anything that I should fix?

Rabid_Scotty92
03-03-09, 22:00
'Tis been a little while. I've done a MM7 megaman edit. Like most edits of megaman, it still has remnents of his face. Anyway, It's a WIP that will soon be a useable sheet of Magnet Man. If you choose to critique, don't include what you think of the stance, as it is from a PD expansion by some nameless person, and EVERYONE has extended Mega Man's sheet. Should you know this nameless person, feel free to give a shout. Do however mention what to fix in the stance, should you feel it needs changing. Anyway, as you can see, it has only twelve colors, so if you feel something is inaccurate, feel free to mention it too.

Fluttershy
03-03-09, 23:22
Ok, how about 12 colors is too many. 16 Bit sprites use 7+1 if I'm not mistaken. Unless, of course, the colors are on more than one layer.

Rabid_Scotty92
03-03-09, 23:52
15+1. The same as 32-bit. Which means 32-bit isn't exacty correct when refering to Mega Man, but rather 32-bit Mega Man denotes a style.

In mega Man, 8-bit is 4 colors per layer, 16 bit is 16 colors, and 32 bit is ALSO 16 colors. One color must be used for a transparent backgound.

Fluttershy
03-03-09, 23:53
No, I'm pretty sure it's 7+1 for a 16 bit sprite. I'll check it out though.

Drei
04-03-09, 00:55
Sorry Jace, but you are wrong.

Magnet Man looks too much like Mega Man at the moment. Use his Power game sprites as a reference.

Rabid_Scotty92
04-03-09, 01:13
I have been, and aside from size, I think it is accurate detail-wise.(I've been using magnet's size compared to mega man's 8-bit sprite for reference, I still need to determine the scale difference. I will ajust his size accordingly once I bother myself enough to do it.).

EDIT: one thing I do notice however, is that the PB sprite has very small eyes. That can be arranged.

Rabid_Scotty92
20-03-09, 05:19
Okay, nothing ground-breaking, just an update on Crashman that was originally made by FatSatan of Fragile-Minds.com, adding a jump pose, a straight ahead shooting pose, and a hit-with-weakness/Air Shooter/ someotherwindattack. Oh, and an effect from the Danger wrap that I mindlessly stole for an explosion. And if anyone knows, what was Crashman's weakness in Power Battles?

Vee
22-03-09, 02:03
Crash Man's weakness in the Power Battles is the Rolling Cutter.

Gravitee
22-03-09, 20:14
But his weakness in megaman 2, the original game he's from, was Air Shooter.

Crashman is weak to sharp and to wind.

Rabid_Scotty92
23-05-09, 17:58
Okay, so I am sort of here at the moment. Minor updates to a few things, but that's about it.

Rabid_Scotty92
23-05-09, 18:33
Adjustment from suggestions in Flash Chat. Darker color, and slimmed down body.

Rhyme
23-05-09, 21:21
I think that most of your 8-bit Robot masters have too thin eye. Yes, a small thing, but almost every robot master in NES have 2x2 pixel eye. (The other eye is 1x2)

But, otherwise, they are all great!

Maybe you could do 8-bit Duo?

Rabid_Scotty92
15-06-09, 23:18
Okay, I can't seem to get any other stuff scratched, so I wily war'd my dynamo man. Crit is good, if help can be given.

Fugsnarf
16-06-09, 18:29
I'm fussy about these little things, but I would suggest removing that single pixel on his right arm which is making it look too boxy. Next, looking back at the original sprite, I think his legs are a bit too long and his feet are too small. I would suggest making his feet a little larger. I also think you need to make his colors brighter with brighter shades. Looking back at wily wars sprites I notice that they are all fairly bright with bright shades. Nice work on the sprite anyways, I love it.

Rabid_Scotty92
12-11-09, 19:05
After like, a year of doing nothing, I return from death yet again. I have attached a WW-styled Bass sprite that needs some attention. All scratch, with colors from the PD wonderswan recolor that Grid Man did a while ago (give or take a few). C+C would be wonderful.