View Full Version : Asylumavatars's Custom Sprites
RantingRodent
29-06-06, 05:11
Hi everyone!
I return from a bit of a hiatus from spriting. To present you with Blizzzard Man:
http://www.asylumavatars.net/phoenix/blizzardman.gif
This marks my 20th reshade out of 46 8-bit Robot Masters. The others can be found at the URL below. These are being created for a Megaman fan game that I am currently designing, which will revive the 8-Bit Robot Masters in a 32-bit Megaman game.
http://www.asylumavatars.net/projects.php?project=phoenix
Completed so far (41/46):
Megaman 1 (6/6)
Bomb Man
Cut Man
Elec Man
Fire Man
Guts Man
Ice Man
Megaman 2 (8/8)
Air Man
Bubble Man
Crash Man
Flash Man
Heat Man
Metal Man
Quick Man
Wood Man
Megaman 3 (7/8)
Hard Man
Magnet Man
Needle Man
Shadow Man
Snake Man
Spark Man
Top Man
Megaman 4 (4/8)
Bright Man
Pharaoh Man
Skull Man
Toad Man
Megaman 5 (8/8)
Charge Man
Crystal Man
Gravity Man
Gyro Man
Napalm Man
Star Man
Stone Man
Wave Man
Megaman 6 (8/8)
Blizzard Man
Centaur Man
Flame Man
Knight Man
Plant Man
Tomahawk Man
Wind Man
Yamato Man
Hmm, that's pretty good. I like it!
Griega Master
29-06-06, 05:25
Yeah good but... somthing is just... so cool about it!!!
Awesome, really original, and I like the fact that you haven't signed each of the sheets as "NON PD DONOT STEALZ!!! I HUNTZ U DOWN U STEAL!" but you really need to indicate if they are PD or not somewhere on that page.
Love em, keep em coming!
Bombman looks a bit rocky, but they aren't bad, actualy they are very good :D
Triggerman.exe
29-06-06, 11:32
im going to call you my god
lordmetroid
29-06-06, 12:32
They're all awsome, but GutsMan's mouth looks wierd.
yup improve on gut's mouth he looks like a monkey
RantingRodent
30-06-06, 00:29
Thanks for all the good feedback!
I realize Gutsman's mouth is a bit weird, but the truth is that his mouth is designed weird. I'll see if I can improve on it, though. If anyone thinks of something specific, please let me know.
Mikado: Anything in particular about Bomb Man I should fix?
I'm willing to take requests, by the way. I have 26 to go, and I'm not hugely particular on the order. Working on Skull Man and Bubble Man at the moment.
I'd prefer if people asked permission and/or creditted me if they used the sprites. I don't have a problem with it at all. If you use some and are a spriter, please consider contributing something to the project at a later date. There's actually a rather large body of original sprites I'm going to need to complete the game.
Solarblade
30-06-06, 00:31
Will you be doing the starroids too?
mega rock.exe
30-06-06, 00:54
Those spries are good. How do you do it? They are just so awesome. But last time I saw your MM7 ones, they weren't too great. Just what are you planning to do next?
Griega Master
30-06-06, 01:10
That are cool especaly the ones in your website!
RantingRodent
30-06-06, 03:08
Starroids?
mega rock: You must be thinking of someone else; I never did any MM7 sprites. I am only working on 8-bit right now. I just spend a lot of time on each sprite, and pay close attention to any concept art I can find, as well as any more detailed sprites (Power Fighters/Power Battle). There's a lot of little things that have to be done to them.
Solarblade
30-06-06, 03:10
You don't know who the Starroids are? Well, they are the "robot masters" for Megaman V. The gameboy one.
RantingRodent
30-06-06, 04:19
Ah, not familiar with the Gameboy games. My GB library never got very large before the system died on me.
Rainbow Dash
30-06-06, 04:30
Glad to see you on Sprites Inc. again, Asylum. Another excelent job, though something seems off...
Eh, I'm too tired and my head hurts too badly to give C+C now. I'll give it tomorrow.
Triggerman.exe
30-06-06, 06:12
just a question,well you make a 32-bit vershion of an 8-bit megaman?
RantingRodent
30-06-06, 11:52
Metool: Glad to be beack
Trigger: I have a couple of frames of Megaman converted, but his sheet is much larger than the robot masters, so that will take a while.
RantingRodent
30-06-06, 13:01
Quick post before work:
Bubble Man!
http://www.asylumavatars.net/phoenix/bubbleman.gif
He looks fat, but the original also does. So very good! ^^
Triggerman.exe
30-06-06, 19:49
Metool: Glad to be beack
Trigger: I have a couple of frames of Megaman converted, but his sheet is much larger than the robot masters, so that will take a while.
well that ansers my question,thanks ^^ and keep up the great work
Griega Master
30-06-06, 21:06
I tried Shading >_<!!! it was to hard i'll leave it to the pro.
RantingRodent
02-07-06, 05:02
Whew. This took a while.
Flash Man
http://www.asylumavatars.net/phoenix/flashman.gif
That's Megaman 2 and Megaman 1 finished :-)
Rainbow Dash
02-07-06, 05:54
The first glowing frame seems wierd.
Why is his glove yellow? Shouldn't it be blue, like in the origional.
Daemonseele
02-07-06, 06:32
Why is his glove yellow? Shouldn't it be blue, like in the origional.
Flashman has yellow hands.
http://www.sprites-inc.co.uk/files/Classic/RNF/Cds/014.gif
RantingRodent
02-07-06, 08:23
Metool: I know it looks weird on its own, but it looks right when they alternate. One is the semi-reverse of the other. I'll see if I can touch it up anywhere, though.
RantingRodent
02-07-06, 13:12
I couldn't sleep, so I did this instead.
Prepare to be shocked.
http://www.asylumavatars.net/phoenix/sparkman.gif
That puts me at the 50% point. Woohoo!
There's some tough ones left, though. Charge Man and Centaur Man will be challenging in particular.
RantingRodent
02-07-06, 20:15
Two things:
Reshade #24 - Centaur Man
http://www.asylumavatars.net/phoenix/centaurman.gif
Custom - Protoman X
[based on MMX4-6 X sprite and MM8 Protoman]
http://www.asylumavatars.net/phoenix/protomanx-beta3.gif
Flashman has yellow hands.
http://www.sprites-inc.co.uk/files/Classic/RNF/Cds/014.gif
Oh... Ok! :g-neko:
The proto x is not bad.
But the colors, make centaur man look scary, even if it's perfect done.
RantingRodent
03-07-06, 12:34
Isn't scary good for a robot master?
Here's an update of Protoman X, with and without accessories.
http://www.asylumavatars.net/phoenix/protomanx-beta4.gif
- Made the forehead a bit smaller
- Enhanced a few of the edges in the face
- Made the earpiece less garbled
- The legs have a more consistent thickness and shape now
I don't see any differences ^^;
RantingRodent
03-07-06, 12:50
Oh, there isn't between the two in that image. Look at the one I posted above.
RantingRodent
03-07-06, 19:30
First draft of the idle cycle
Here's the animation:
http://www.asylumavatars.net/phoenix/ProtoIdle.swf
Here are the sprites:
http://www.asylumavatars.net/phoenix/protomanx-anim-beta1.gif
The shield is adapted from his MM8 shield, but designed to look damaged.
C+C greatly appreciated. I'd rather not do a full X4-sized sheet and then find out I need to change something.
Well to tell you the truth it's perfect to me, but I don't think that Protoman would ever stand like that.
GrooveMan.exe
03-07-06, 20:16
Oh! I remember this guy from the old forum! I stll love the ElecMan, BTW.
The new SparkMan looks super sweet too.
RantingRodent
04-07-06, 04:04
Well to tell you the truth it's perfect to me, but I don't think that Protoman would ever stand like that.
Normally I'd agree, but he's been through some rough times. He's a bit different by the time this happens in the game. Lost some of his carefree spirit and gotten more serious. (Basically, for at least a decade, Megaman wasn't around to do the saving-the-world job, and Dr. Light wasn't around to provide guidance. More on that later.)
Oh! I remember this guy from the old forum! I stll love the ElecMan, BTW.
The new SparkMan looks super sweet too.
Glad you like him, I thought he turned out really well.
TwIzTeR_91
05-07-06, 17:52
Check out the arm vs shield movement in the frame with him holding it. His hand moves back and the shield doesn't.
RantingRodent
06-07-06, 01:39
Oops, made a mistake in Flash (shield is a seperate object).
Fixed.
TwIzTeR_91
06-07-06, 18:27
All pretty :)
RantingRodent
10-07-06, 05:16
I always prefer doing the ones where I can make a big difference. This marks one of the few times I've actually changed the structure of something. I completely redid the knee pads, because they are stars in the concept art.
http://www.asylumavatars.net/phoenix/starman.gif
Changed the background colour, for clarity
I might change the red I used on him. I think this one is a bit too bright. It's supposed to be a bit orange, but it comes across too vibrant. What do you guys think?
I'm working on the stand/fire sprites for Protoman-X. Two options to work with right now; single buster or dual. Dual has the increased badass factor, but I don't want to go overboard on him. Was thinking from a gameplay standpoint he can aim one like Bass, but always fires the other forward. Opinions?
The yellow and dark blue in the middle... Hm... They dont fit well with the other colors... But otherwise, the shading and everything looks REALLY nice.
EDIT: WOOTNADS! I R TEH STORMSTOOPER EFFECT! ^(^__^ )^
EDIT2: Well... I looked at it... And the colors DO go well together, I'm just so used to the orange being there... It doesnt quite seem right without it.
-___-;
RantingRodent
10-07-06, 05:33
Haha, yeah, I went by the character design from Rockman and Forte. I figured the stars were supposed to be yellow (check the 'CD' section under that game, it has designs for all of the standard robots from the original series)
I'm trying to focus on doing the ones where NES palette restrictions obviously forced them to drop entire colour ranges.
Yeah... I kinda had that problem when I tried to make an EXE of magmaman. (SC's 8-bit boss) I couldn't find the colors because the ones of the sprite where only single colors... -_______-;
He's transparent in the middle or something. Other than that, he's good.
RantingRodent
10-07-06, 12:04
No, the center of the star is supposed to be blue according to the concept art. Unfortunately, there really isn't a good background colour to put star man on; his design calls for blue, yellow, and red colours, and I don't want to subject everyone to screaming violet or green backgrounds.
Though that would avoid confusion now that I think about it...
RantingRodent
11-07-06, 02:56
For kicks
http://www.asylumavatars.net/phoenix/sniperjoe.gif
He looks a bit fat, but whatever, great job (again)
garethfurbank
11-07-06, 22:14
Fantastic jobs you've done here, needless to say the sprites look much better off with the 32bit style shading.
RantingRodent
12-07-06, 17:26
Thanks, I'm glad you guys like them. Any criticisms would be appreciated though, I'm sure a bunch of them need work.
On a whim, I decided to try out my editting skills a bit more. Yes it's another X-edit, but I have to start somewhere. Besides, the original is an X-edit anyway.
http://www.asylumavatars.net/phoenix/sniperjoex.gif
garethfurbank
12-07-06, 23:13
I don't know much about X style, but I see nothing wrong!
RantingRodent
13-07-06, 04:11
http://www.asylumavatars.net/phoenix/protomanx-shooting.gif
I'm not sure which to go with, here. I think the dual busters may be going a bit overboard.
I'm also toying around with special move ideas. I want to give each playable character a few special attacks, expanding on the combat a little bit. I was thinking of giving Protoman something based on Terry Bogard's "Buster Wolf" from Fatal Fury. Thoughts?
I like the hardman one alot, but starman is a little too bright
RantingRodent
14-07-06, 02:03
Yeah, I'm going to make the red on Star Man darker, that should fix it.
Hotenshu Shogun
14-07-06, 02:16
Shadowman looks awesome, but elecman's eyes look creepy.
RantingRodent
29-07-06, 07:18
I think this is my greatest accomplishment to-date. I present the jump animation for Protoman X.
http://www.asylumavatars.net/phoenix/protomanx-jump.png
And here it is animated (http://www.asylumavatars.net/phoenix/ProtoJump.swf)
C+C please! Before I do the jump+shooting animation as well.
All I need now is a running animation and he'll be semi-playable.
mega rock.exe
29-07-06, 18:44
They're good. But the third thru fifth one look, squashed. The head is the main problem.
RantingRodent
29-07-06, 18:55
What do you think I need to improve about the head? I know it should change through the animation, but I'm not sure exactly what to do with it.
The Walrus
29-07-06, 18:59
Try having his head pointed down a little bit in the last 3
RantingRodent
29-07-06, 19:55
Tilted his head back in the first 2 frames, and forward in the last 3 frames
Old
http://www.asylumavatars.net/phoenix/protomanx-jump.png
http://www.asylumavatars.net/phoenix/protomanx-jump2.png
New
How's that?
The Walrus
29-07-06, 20:00
that looks alot better
mega rock.exe
29-07-06, 20:00
Better. Keep it like that.
RantingRodent
29-07-06, 20:24
Awesome, thanks for all the help. Here's the current sprite sheet.
I should emphasize at this point that Protoman X is NOT public domain. You can ask permission to use him, and I will grant it if I think you really deserve it, but it's much less likely than my robot masters.
http://www.asylumavatars.net/phoenix/protomanx-partsheet1.png
I realize his buster overlaps his scarf once, but the scarf and shield are not actually part of the sheet. They are only here for demonstration purposes. In the game, and in the final sheet, they will be seperate sprites.
mega rock.exe
30-07-06, 00:52
That could explain the head. It looks almost exactly the same on all jumping frames. It has some strange pink spots on the top of his head.
RantingRodent
30-07-06, 01:26
That's part of the highlight. Do you think I should change that to a different colour?
mega rock.exe
30-07-06, 02:28
It seems like an extra pixel is added to the top of his head. The white dot on his head looks odd. But I may be wrong, I don't know too much about these kind of sprites.
RantingRodent
30-07-06, 02:38
Ahh, I see what you're referring to. You see the yellow crest on his head? That extra pixel is the peak of the same thing on the other side of his head.
RantingRodent
02-08-06, 03:24
Another Protoman X update. Here is the mostly finished running animation added to the sheet. All that remains to do is to shrink his leg assemblies a bit. If you look at the standing pose, I made them a bit smaller than X's.
http://www.asylumavatars.net/phoenix/protomanx-partsheet2.gif
And now you can finally control him yourself:
http://www.asylumavatars.net/phoenix/ProtoTest.swf
(Left and Right to run, Up to jump)
mega rock.exe
02-08-06, 03:31
That's cool. Looks like a job well done. Good sprites. Um, quick question, how do you shoot?
Um, quick question, how do you shoot?
It only demonstrates running and jumping.
RantingRodent
02-08-06, 08:49
Ok, I defintely need to get some feedback on this. It's the most I've changed a robot master design in one of my reshades, just because the original character design is completely different from the sprite.
http://www.asylumavatars.net/phoenix/napalmmantest.gif
I didn't even bring him halfway towards the character design, but that would require a full resprite, I think.
C+C please.
GrooveMan.exe
02-08-06, 10:18
Those colours are... wrong.
I'm pretty sure NapalmMan is Blue/Purple and Red/Yeloow, depending on which version of him you're looking at.
I do not remember any gray, or roller skates.
RantingRodent
02-08-06, 10:21
http://www.sprites-inc.co.uk/files/Classic/RNF/Cds/index.php
Generally speaking, the colours that made it into the game for the NES robot masters were pretty wrong.
In fact, he's supposed to have a little bit of face showing, and his head is supposed to protrude a whole lot more. But to actually get that detail in there, I'd have to make him at least 4 pixels taller.
And yep, he's one crazy rollerskating bastard.
RantingRodent
02-08-06, 11:53
Got bored and finished the sheet
http://www.asylumavatars.net/phoenix/napalmman.gif
mega rock.exe
02-08-06, 19:57
Is the head really that gray? Also, his hands are red napalms. The only time gray is used is on his wheels.
Daemonseele
02-08-06, 20:20
http://www.sprites-inc.co.uk/files/Classic/RNF/Cds/index.php
Generally speaking, the colours that made it into the game for the NES robot masters were pretty wrong.
In fact, he's supposed to have a little bit of face showing, and his head is supposed to protrude a whole lot more. But to actually get that detail in there, I'd have to make him at least 4 pixels taller.
And yep, he's one crazy rollerskating bastard.
Um, I think you used Mars's color scheme on Napalmman. --;
1049 <-- This is Napalmman.
He sports tank treads, missile pods, a cannon on his head and HE launchers. (Appears in MM5.)
1050 <-- This is Mars.
He has rollerskates and has a cannon on his head and his arms are cannons, not launchers. He also fires missiles. (Appears in MM5 (GameBoy) as a Stardroid).
RantingRodent
02-08-06, 21:51
Huh. I didn't think the Gameboy ones were on the CDs page. I hadn't noticed any of them before. Guess I picked the wrong one.
Too bad, as I think he looks pretty cool this way. I'll keep this sheet around in case I find I use for it anyway.
Huh. I didn't think the Gameboy ones were on the CDs page. I hadn't noticed any of them before. Guess I picked the wrong one.
Too bad, as I think he looks pretty cool this way. I'll keep this sheet around in case I find I use for it anyway.
Uhhhh. Napalmman cross Mars?
RantingRodent
03-08-06, 12:14
I guess so :P
I'll keep the sprite around anyway, even if I won't be using it in the game.
Though, robot master crosses would make neat mid-bosses...
I have awakened a great idea!!
Ah, a Napalm Man/Mars hybrid. A rather neat yet accidental combination. ^^
Oh, and the Protoman X sprites are teh pwnsome! Can't wait to see how a full game with him would turn out. :)
Are you trying to hi-jack his thread??
TwIzTeR_91
05-08-06, 21:00
I think it was more intended to be a "Look what you inspired me to do!" Kinda thing. But Sosryet, make your own thread to show off your sprites, this is AsylumAvatars'.
RantingRodent
07-08-06, 06:24
I guess the post in question has already been removed...*shrug*
Strife: Glad you like it. I can't bring myself to throw it out. Maybe I'll throw in some concept like a group of modified old school robot masters trying to hunt down Megaman to show that they are still useful. How does that sound?
RantingRodent
12-08-06, 01:22
Finally got around to another robot master. Needle Man:
http://www.asylumavatars.net/phoenix/needleman.gif
Going to focus on the engine for the game for a bit, so unless I get bored and do another it will be a while before I post another sprite.
TwIzTeR_91
12-08-06, 18:40
I think the needles on his head and the needle shooting attack looks more 16-bit because It looks to be outlined. I dunno, maybe it's just me.
RantingRodent
13-08-06, 04:25
It's a dark blue edge, but maybe I should make it a bit lighter, to differentiate from the edges on the rest of the body? Yeah, I'll move that edge up a shade, that should fix it. Will repost the sprite before bed tonight.
Hey Asylum no offense but the shading upgrading doesn't seem to hard
Hey Asylum no offense but the shading upgrading doesn't seem to hard
that sounds like a challeeeeeennnnnnnnnnnnnnnnnggggggggggggggggeeeee! no but seriously good job on the sprites
RantingRodent
15-08-06, 06:16
Hey Asylum no offense but the shading upgrading doesn't seem to hard
*shrug*
I don't see your point. I'm not doing it as a challenge, I'm doing it because I need 32-bit reshaded versions of all of the 8-bit masters for use in my game. I'm only posting it here because I figure people in this forum would be interested.
To a scratch spriter, I imagine this would be fairly trivial, but I'd like to stress that I'm not even an artist. I'm a programmer. Have you seen programmer art?
At the very least I can say it's a challenge to stick with it and do all of the robot masters. I don't think too many people could complete as many as I have without getting tired of it. The only reason I've slowed down now is that there aren't many masters left that I have a particular attachment to, and the ones I do like I can't really make any major improvments on (Skull Man, for example, is still mostly white).
I really wish I could rename the thread, since I have my Protoman X customs in here too. Guess I'll have to start a new thread eventually.
Daemonseele
15-08-06, 07:01
I really wish I could rename the thread, since I have my Protoman X customs in here too.
Ask and ye shall receive.
RantingRodent
17-08-06, 12:19
Thanks, SC!
Re-posting Needle Man
http://www.asylumavatars.net/phoenix/needleman.gif
I lightened the outlines on the needles. Does that fix the 16-bit appearance?
Yes, that looks better. Great work (not just this last one, for all of them).
By the way, is Needle Man actually a Needle Gal? With those lips...
Feel free to use my Charge Man. I can't wait to see your game.
RantingRodent
18-08-06, 04:09
That's not lips :P. It's a gem of some kind. A lot of the bulkier robot masters have them (see Hard Man, for example).
Where can I find your Charge Man?
Jaja! It realy looked like lipstick... That guy must feel embarrased or something!
Charge Man is on my thread:
http://www.sprites-inc.co.uk/forum/showthread.php?t=1227
On the first page.
Jaja! It realy looked like lipstick... That guy must feel embarrased or something!
Charge Man is on my thread:
http://www.sprites-inc.co.uk/forum/showthread.php?t=1227
On the first page.
Doesn't that count as hijacking? I'm not sure but I think it does. BTW, I love the conversions and what you did to the needle really did make a difference.
Fluttershy
20-08-06, 17:22
No, it doesn't because he isn't trying to show off his sprites. He's trying to help Asylum with his work. It would be hi-jacking if he said something like," OMG, Check out my sprites!"
Doesn't that count as hijacking? I'm not sure but I think it does. BTW, I love the conversions and what you did to the needle really did make a difference.
No it isn't. He asked if Asylum wanted to use the sprites, not show them off. Two different things.
EDIT: Outposted again!
No it isn't. He asked if Asylum wanted to use the sprites, not show them off. Two different things.
EDIT: Outposted again!
Alright, I understand... I need to wake up.
RantingRodent
21-08-06, 05:11
Jaja! It realy looked like lipstick... That guy must feel embarrased or something!
Charge Man is on my thread:
http://www.sprites-inc.co.uk/forum/showthread.php?t=1227
On the first page.
Wow, that's an awesome Charge Man. I doubt I would have done it as well. Thanks a lot, Sosryet. I owe you one. I'll provide full credit, of course.
Doesn't that count as hijacking? I'm not sure but I think it does. BTW, I love the conversions and what you did to the needle really did make a difference.
Glad you like them. If you notice anything that needs improvement, please let me know so I can fix them up before I start putting them in the game.
I doubt I would have done it as well.
I am sure you could. Feel free to make any changes you consider (like the wheels... I think they should go yellow instead of black, but I just didn't like them that way).
RantingRodent
29-08-06, 05:42
Will do, Sosryet. I'll probably post the updated one when I post the finished sheet for this guy:
http://www.asylumavatars.net/phoenix/tomahawktest.gif
C+C please. I want to make sure I got it right before I do the rest.
mega rock.exe
29-08-06, 05:52
It looks great so far. Except for one little detail. I noticed that some of the blue dots are actually green. But on his 8-bit face, there are 4 red lines. On yours, there is only 2. Doesn't seem to matter, but everything else looks fine to me.
RantingRodent
29-08-06, 11:49
As near as I can tell from his concept art he's only supposed to have 2 red lines. Besides, I really didn't like the way they sprited his face in general. It just looks odd, like he has a huge forked chin.
Where is the green you're talking about? He's actually supposed to have a fair amount of green on him:
- The headband is yellow and green
- His shoulderpads are trimmed in yellow and green
- His loincloth is green
mega rock.exe
29-08-06, 22:46
Hm. Okay. That makes sense. 8-bit sprites couldn't always depict what they were supposed to look like. But another concern, is his hair really that big? You expanded it on yours.
...is his hair really that big? You expanded it on yours.
Those are feathers, not hair.
RantingRodent
30-08-06, 00:49
Hm. Okay. That makes sense. 8-bit sprites couldn't always depict what they were supposed to look like. But another concern, is his hair really that big? You expanded it on yours.
Yeah, actually. Check the character design in the sprites section. All of the character designs are here:
http://www.sprites-inc.co.uk/files/Classic/RNF/Cds/index.php
RantingRodent
03-09-06, 01:15
http://www.asylumavatars.net/phoenix/chargesample.gif
Alright, I made my modifications to the first frame of Sosyret's Charge Man and brought him closer in line with the concept art. C+C please?
None needed. Purely awsome.
SmokedToast
10-09-06, 04:28
I guess so :P
I'll keep the sprite around anyway, even if I won't be using it in the game.
Though, robot master crosses would make neat mid-bosses...
You know Asylum, you could use the sprite as Mars too. : ) I remember reading somewhere that the gameboy MMV characters were designed either as crosses of other robot master technologies. Like.. Mar really is a cross of napalm's technology with someone else. XD BTW, if I brought up old things here, I apologize. : )
RantingRodent
11-09-06, 12:23
Is that so? Seems about right. I couldn't really use that sprite as Mars, though. The head is too different, for one. Mars' head actually sticks up, rather than being embedded in his torso.
RantingRodent
07-10-06, 15:06
Back from the dead!!
Hi everyone. I just finished moving out, finally have my own place!
While my internet was down, I cooked up the full sheet for Tomahawk Man:
http://www.asylumavatars.net/phoenix/tomahawkman.gif
Notice the much more extensive headdress. It looked bigger in the concept art, and I think the effect makes him stand out much better.
I also got around to uploading the completed Charge Man sheet. Thanks again to Sosryet for doing such a great job on him. I didn't change very much. The biggest change was to make his shoulder wheel match the concept art.
http://www.asylumavatars.net/phoenix/chargeman.gif
What's next? Well I have other projects starting to gear up, so I'll be switching back to programmer mode for a while. Hopefully I can upload some kind of playable demo at some point soon.
Nice job. I was wondering where you had been.
AA-Your Back,yay,nice job BTW.
RantingRodent
07-10-06, 15:46
Thanks guys. Hehe, yeah I couldn't stay away. I mean, after all of this work, it would feel really bad to drop it without finishing the rest. I've got 27 of them done at this point, and that's 50%.
I've got a few guys started right now:
Skull Man - Hard time getting excited about working on him; there's not really enough to change, so he doesn't look very different. I'm trying to figure out if there's anything I can do, but his design is actually really boring. Any suggestions?
Dust Man - Still not quite happy with the shading on him, he's looking too blurry in the current rendition.
Gemini Man - I'm actually really happy with the design I have down for him, but because I extended his shoulder flares a little bit, it's not so straightforward to do the rest of him.
Whenever I get a hankering to do spriting, though, it'll probably be Gyro Man because he looks bloody awful and really needs the makeover. One shade of green? And a neon one at that? What the hell was Capcom thinking?
Skull Man - Hard time getting excited about working on him; there's not really enough to change, so he doesn't look very different. I'm trying to figure out if there's anything I can do, but his design is actually really boring. Any suggestions?
Have you ever seen SC's Skullman? Cause you could do something like that. I think that's the design from the Manga.
RantingRodent
07-10-06, 16:02
Took me a minute to find him, but I just looked him up. Considering he's only going to be a stage enemy, I don't think it's worth the effort to convert that to 8-bit. Good suggestion, though.
SC's sprites in general keep tempting me to have "Upgraded" robot masters in the game. I'd love to have a fight against that version of Skull Man somewhere in the game.
Just trying to help you out.
Daemonseele
07-10-06, 17:22
SC's sprites in general keep tempting me to have "Upgraded" robot masters in the game. I'd love to have a fight against that version of Skull Man somewhere in the game.
Perhaps you can have "upgraded" enemies appear, meaning regular robotmasters as early stage enemies and "upgraded" ones as harder ones.
RantingRodent
07-10-06, 17:26
Hmm. Not a bad idea. I had a bit of a different thing tumbling around in my head. Tell me what you think:
All level mid-bosses (I'll need them anyway) turn out to be pilotted by an upgraded robot master, who jumps out and fights you after you beat the mid-boss itself. I'm figuring them at about Break Man's level of difficulty.
Hmm thats pretty intresting I'd like to see how that would turn out.
RantingRodent
08-10-06, 22:53
I did the first frame for Gyroman (Damn I get bored fast)
C+C please. Make sure you check the character design here before critiquing:
http://www.sprites-inc.co.uk/files/Classic/RNF/Cds/index.php
RantingRodent
09-10-06, 19:59
http://www.asylumavatars.net/phoenix/gyroman.gif
Since nobody said anything, I went ahead and finished him. There's a frame missing which I'll have to add later (Standing with the blade spinning in orientation #2)
RantingRodent
10-10-06, 06:02
Alright it's C+C time again. Started Crystal Man, who is supposed to look rather different than his original sprite does.
RantingRodent
12-10-06, 01:50
*tumbleweed rolls by*
Anyone still following the thread? I'd appreciate even a quick "That looks good" response. Just so that I know someone has looked it over, especially for Crystal Man. I realize nobody likes him, but it's a pretty major change and I just want a bit of support before I go ahead and do the whole sheet.
I'm going to make it standard procedure to put the first frame up once I'm finished it. In that light, here's a few treats.
TwIzTeR_91
12-10-06, 01:54
I think Gemeni's crystals need to be shaded differently. I actually just dont like his color choices in general. Make the outlines of the crystals so that they look shinier, and more transparent.
Fluttershy
12-10-06, 01:54
That looks good.
RantingRodent
12-10-06, 02:36
Jace: :g-Gaga:
Twizter: I think you're right. The colours are all ripped directly from the Power Fighters Gemini Man sprite, so I think the palette is good. I just need to add more highlights. I do have a bad tendancy to over-shade and under-highlight my sprites.
I'll tweak him a bit and post an update. How do the altered shoulders look to you?
I was bored, I whipped this up while I was waiting for a response.
RantingRodent
12-10-06, 05:22
Tried to fix Gemini Man. How's this? (Top one is the newest). I think I need a bit more contrast in the legs and the buster, but the outlines are much better now.
RantingRodent
12-10-06, 06:04
Guess I just felt most like getting a bunch of designs down right now, rather than full sheets. Dive Man:
TwIzTeR_91
13-10-06, 00:37
His eyes seem a wee bit bright. Crystals on his head look pretty though. As does everything else. Much better.
Knightman and diveman are great.
Woh, dude those a pretty friggin sweet ^^.
10/10 yeah.
Nice conversions AA. You do need to work on the full sheets though.
RantingRodent
13-10-06, 06:04
Twizter: According to concept art, his eyes are a very light blue.
GameSaver: If you look, I traditionally do. I've completed 28 full sheets now, I believe. I was just in a mood to do a few single poses last night.
About finished on Napalm Man.
RantingRodent
13-10-06, 12:57
Finished Napalm Man (with the correct character design this time :P)
http://www.asylumavatars.net/phoenix/napalmman.gif
[fish in space]
13-10-06, 13:06
Napalm Man is sweet! 10/10
RantingRodent
14-10-06, 18:42
Thanks, Tuna!
And here we have Knight Man.
http://www.asylumavatars.net/phoenix/knightman.gif
By last count that is 31/56 robot masters completed.
Now, his plum is blue in the concept art, but I was wondering if he wouldn't look better if I made it either yellow or red instead. Thoughts?
Fluttershy
14-10-06, 18:45
Nah, I think it should stay the way it is.
TwIzTeR_91
14-10-06, 21:06
Looks good, but I think that the motion blur of his mace could use some work. Like make it different colors. Possibly Light blue and the dark color of his mace? I dunno.
And about Geminiman: Alright, fine. But I dont like it! Haha, nah, it's fine the way it is. I suppose if the concept art says he needs bright eyes, he should have bright eyes.
RantingRodent
16-10-06, 05:12
Hmm...maybe. I'm trying, but I can't seem to get it to looks right. Traditionally, in Capcom games, however, physical movement blurs are white regardless of the colour of what's moving, right?
Going to give it a couple more shots a bit later.
RantingRodent
19-10-06, 02:15
Just a note. Yes, my website is down, so I won't be posting new sheets for a while. My friend whose site I was piggybacking with has had to be taken down permanently, his host really sucked. He won't be back up for a while, so I'm going to find a hosting solution of my own.
RantingRodent
19-11-06, 20:55
Kind of random and not at all Megaman related, but I made this is for my MSN display picture
RantingRodent
25-12-06, 12:57
It's been far too long since I posted anything. I'm taking a bit of a break from the megaman sprites to work on my general spriting skills. I'm working on a scratch sprite of a Dodge Viper right now. Here's the WIP.
C+C please.
RantingRodent
25-12-06, 15:14
Bored this morning while I wait to go for christmas dinner. Already made a significant update to the sprite.
crimson hammer
25-12-06, 15:18
woah thats all scratch that is pretty good 10/10
Dead Panda
25-12-06, 15:32
Pretty good? IT'S FREAKIN' SHWEET!
To me, the mirrors seem to be a teensy too large for the scale.
Rainbow Dash
27-12-06, 18:06
The white lines seem to curve to the left (the car's left), and the right (it's right) rear-view mirror sticks out awkwardly.
It looks nice, though.
And really, what is this forums obsession with rating everything "10/10! OMG awesome," even when nobody asks for a rating, but C+C instead?
Erm, the "i must look professional and boost ego" type of character most dominantly found in these boards?
And Toxic, check out the C+C topic BBD created. It will explain why in a more diverse and detailed way, (for me).
RantingRodent
09-01-07, 00:26
Seriously, guys. 10/10 is unwarranted. It needs a lot of work. Thanks for the vote of confidence, though.
I think I fixed the mirrors. The rear actually curves up slightly on the Viper, which is why the white lines kinda curve there.
Updated.
TwIzTeR_91
09-01-07, 20:06
The top of it looks a bit too tall (Where the people sit). Maybe a pixel of two. I'm talking mostly about just the far side though. It's higher on that side than the close one. Especially on the hood (front part, near the light), and in that seating area. The angles don't match up to what the other side's are.
RantingRodent
21-01-07, 17:36
Back to Megaman sprites for a minute. Did this on the train back from Ottawa. One step closer to completion.
I'll get back to the Dodge Viper later. Thanks for the suggestions Twizter.
Oh yeah a Bright Man I was so long waiting for it 9/10
Matt_ModelB
21-01-07, 17:42
wow it`s a good sprite...i don`t see any wrong with it:D
RantingRodent
21-01-07, 22:37
Thanks guys.
I need a vote, here. Which should I finish next?
Pharaoh Man
Skull Man
Dive Man
Gemini Man
Crystal Man
NetSaver.exe
21-01-07, 22:39
I think you should do Diveman.
Matt_ModelB
21-01-07, 22:39
GEMINIMAN!!! i think.........
Dead Panda
22-01-07, 00:09
CrystalMan. Nothing more to say. He is one of the most awesome RMs ever.
I´m bad then i say SkullMan...............
RantingRodent
22-01-07, 13:18
Since it's still deadlocked, I decided I'd kick off phase two of the robot master conversions early. I added a running animation for Magnet Man. C+C please.
Please throw in your votes for one of the above. In the meantime I'll continue expanding Magnet Man's sheet.
Matt_ModelB
22-01-07, 13:24
mmm.....so do the three!! :)
EDIT: the four:p
I am going to be pure evil and vote for Pharaohman. Hehehe. No, seriously, he is my favourite one.
Magnetman looks great. I was waiting for you to continue with your revamps. Anything I can help you with?
Ah hah, looks like someone beat me to an expanded Magnetman sheet! So far it has got that nice extra level of detail found in the "Best of Megaman" game for the GameGear.
I suggest to try and add a little extra shine on the boots/arm guards. It may give it that extra definition that can make the sprite look really nice.
RantingRodent
23-01-07, 05:22
That's one vote each. Until someone tosses in a tiebreaker, I guess it's still Magnet Man expansion for me. I tried to add a ladder animation, but I'm not happy with it. Advice?
Aiken: I'll see what I can do about adding an extra shine. In general I have not opted for a super shiny style, so I don't know how much room I have to do it. If I make them too shiny they stop matching X style.
Daemonseele
23-01-07, 06:22
That's one vote each. Until someone tosses in a tiebreaker, I guess it's still Magnet Man expansion for me.
Okay, how about you do Pharoahman. :p
RantingRodent
23-01-07, 12:20
Awesome. Will do.
RantingRodent
24-01-07, 12:22
Design update. Going to take a page from SC's sprites and show the progression of the design. I tried to up the shiny factor on him. Any and all design suggestions, no matter how minor, are welcome.
crimson hammer
24-01-07, 12:27
His chest area looks awkward it looks like he has boobs.
RantingRodent
24-01-07, 13:30
I think that fixes it. Added a fourth yellow to give him a bit more definition.
I like the 3rd one better. It has better definition in the chest area. Besides, there are 3 pixels over his right leg that should be background blue :D
RantingRodent
24-01-07, 14:01
Hmm, I'm not sure if they are. They are white pixels in the original sprite.
I see what you mean. I think it is a mistake in the sprite (wrongly ripped). I colored them blue on my computer and it looks better. I will rip pharaoh again and see what is going on.
EDIT: Besides, you should check Pharaoh jump sprites, the white dots are gone...
EDIT 2: I am absolutly sure it is a ripping mistake. If you want I can post a Pharaoh sprite the way it appears on the boss select screen. (you know... when it says "Pharaohman" and he orders the pizza).
RantingRodent
24-01-07, 14:24
Yeah you're right. Mistake in the ripping, I think. It looks better anyway, so I removed them. Also upped the shinyness on him again.
Personally I like the 3rd one better. The fourth looks too shinny on his... er... ehem... pharaoh... hat? How is that thing called?
RantingRodent
24-01-07, 14:42
It is supposed to be made of gold. I'll try backtracking a bit on the shinyness once I get some more feedback, though.
Good job on sprites. But why is that the only sprites that show are the sprites on page 7-9?
RantingRodent
25-01-07, 03:29
Sprites before that were linked from my website, which is currently down. I really need to get around to fixing that.
RantingRodent
25-01-07, 12:16
There, I think this is the final design. Going to start working on the rest of the sheet now. Please fire off any more C+C you can come up with.
RantingRodent
27-01-07, 05:24
Still working on the wave attack. Just realized that it may not actually be intended as fire. Any suggestions?
turpinator
27-01-07, 05:36
Maybe sand coloured? Other than that it looks cool.
Since you site is dead,could you re-post Tomohawkman?
RantingRodent
27-01-07, 06:00
Maybe sand coloured? Other than that it looks cool.
Excellent idea.
RantingRodent
27-01-07, 06:01
Since you site is dead,could you re-post Tomohawkman?
Your wish is my command.
Wow. Both Pharaoh and Tomohawk look awesome. I kinda liked the fire version of the attack, but that is just me.
Who is next? Diveman?
RantingRodent
27-01-07, 17:04
Thanks :)
Skull Man got an additional vote from my girlfriend, so I think he's next.
Fluttershy
27-01-07, 17:05
Yea, I'd like to see Skullman too. He's one of my fave RMs.
RantingRodent
29-01-07, 12:09
Still working on Skull Man. In the meantime, I added ladder climbing and injured sprites to Magnet Man.
The Magnetman expansion looks great.
A lot of cuestions go through my mind...
Are you going to add a slide/dash? Are you going to expand all the sheets or just him? Are you going to do the same to the tilesets? Where the hell am I? (Naked gun joke)
RantingRodent
30-01-07, 06:09
Not sure about slide or dash. I'm considering them, at any rate. I'm thinking of a sort of Arena Battle mode using only 8-Bit sprites. I need to add a few animations to most of the robot masters in order to support all of them as playable in that mode, but so far it's not bad. Some of them will be a real challenge (Heat Man, Dive Man, Charge Man), but I'm aiming to improve my spriting abilities, anyway.
Which animations I give each character will depend heavily on what capabilities I plan to give them.
It would be a lot easier than creating the main game off the bat, so I might start there so that I can use it to demo the engine and attract some interest.
I'm also looking at online multiplayer solutions, but it's hard to find anything fast enough to support realtime multiplayer gaming that works in Flash. That's more of a discussion for the thread I created for the game itself, though.
Mm, nice work so far...although what’s up with Maggy climbing the ladder? How come his Magnet is on the back of his head?
Well, if you ever need sprites you can always ask me, I can whip up my expansions in a good free afternoon.
RantingRodent
30-01-07, 23:25
Good call, Aikin. How the hell did I miss that? Fixing...
RantingRodent
01-02-07, 12:48
Alright, I fixed the back of his head. What do you think?
RantingRodent
06-02-07, 13:08
Added the first draft of a dashing animation. I think it came out a bit too small. Need to extend the legs and arms by about a pixel each, and maybe increase the torso volume. I'm pretty happy with the foreshortening on the face and magnet, though.
Skull Man is coming along slowly. This sheet extension has kind of stolen my interest for the time being.
Can I use the colours of your PharaohMan for the pharaohMan from Rockman: Battle and Fighters?
RantingRodent
07-02-07, 00:39
Sure, go ahead.
On another note, I'm not going to modify the dash sprite. I put together some animations and it actually fits quite well. Just have to create a transition-to-dash sprite for him.
RantingRodent
08-02-07, 11:55
I made shooting versions of most of his animations, and used a magnet-shaped buster for him. He's nearly completed at this point, I just need to add frames for shooting while on a ladder.
C+C?
RantingRodent
10-02-07, 16:07
Nobody? Ok.
For a change of pace, reshaded a MM1 enemy. I'm thinking to test the engine, I might build a little arena combat game with Megaman characters (Hence the expanded Magnet Man sheet). There will still be stage enemies about, and this guy will be one of them.
Solarblade
10-02-07, 16:48
Magnet Man looks great! Though, his jumping while shooting (or is it the other way around?) looks kinda funky, and its on the sheet twice (unless there's a difference between them) The arm just doesn't look right =/
The enemy looks great too! I can't see anything wrong with it, though, he looks a little too bright...
RantingRodent
11-02-07, 18:22
Where is the second one? There's only one jump/shoot and one jump on there that I can see.
I think he meant the ones in the 3rd row, the second and third sprite. They are very similar...
Besides, good work on the MM1 enemy, but I think you can do better. It doesn't look so stunning like your other works. Perhaps you should add more shade colors and make it darker.
Can I see your Knightman sprites, since your site is currently out of commission.
RantingRodent
12-02-07, 05:10
Sosryet: Ah, alright. There are three frames of animation for his original jumping animation, so I converted them directly. If you look, he does change a bit from frame to frame, though it is fairly subtle.
King Reaper: Knight Man, at your service.
turpinator
12-02-07, 05:39
Oh GOD! The red BURNS!!!!!! Oh,uh......... I mean, uh, change the BG on that, it's visually "uncomfortable".
Wow. Easily much better than my own, AA...
now I wanna make these sprite revamp things. XP
RantingRodent
12-02-07, 10:35
Thanks! I'm nearly finished all of the 8-bit masters, so there isn't much room to help at this point :p
The red was chosen for high contrast with the blue colour. A lot of the masters got that red for a background. Maybe I'll change it later, when the sheets are all done.
Skull Man is slowly approaching completion.
Hmm... but your MM4 section is nearly empty...
I do believe I shall try my hand at this bittage upping... starting with... DIVEMAN!
That is... if you don't mind, of course...
RantingRodent
12-02-07, 22:30
Actually I have Dive Man half finished already. Just have to do his spinning sprites. There's actually very few I haven't started on yet. I'll try to put together a list of who isn't started...
Drill Man
Ring Man
Gravity Man
Wave Man
Flame Man
Plant Man
Wind Man
Yamato Man
I have at least the first frame done for all of the others. Though my current Dust Man needs an overhaul; he came out looking too washed out.
Damn
I went and did Diveman in my excitement
Guess I'll just do Drillman or something
Okay, I started on Drillman, but maybe since I already have Diveman already finished(and you're only halfway), perhaps you'd like to take a look at it.
I think I did an alright job.
[fish in space]
13-02-07, 01:17
Isn't that hijacking?
Reported.
Fluttershy
13-02-07, 01:26
No it's not. Asylum has asked for help with those and they are just helping.
Could I help with Yamato Man?
RantingRodent
13-02-07, 05:17
Help is appreciated, but I warn you that I am going to be very picky, as these are intended for a game I am putting a lot into.
That Dive Man isn't bad, but he looks a bit washed out because he lacks any full highlights. Lighting is probably the most important thing you have to keep in mind. Without strong enough highlights and shadows, a character ends up looking either flat or flabby and formless. Also, the emblem on his chest really needs to stand out more; it gives him character.
Here's what I have of Dive Man, for comparison.
Ah, I think I get it.
I used selective outlining with mine, whereas you seem to have simply changed the outline colors, as well as an impressively higher number of shades and tints.
Yeah, I think I'll just take my own sprtes for myself... and find some use for'em eventually.
Though, if you want, I could finish your diveman sheet, keeping to the way you colored it as much as possible.
Great job on Diveman. Personally, I would try to put the emblem on the transition sprite between standing and diving. Also, it might be a good idea to customize the diving sprites a little but more, you know, like the one in Power Fighters (it has a bigger whirlpool).
I never got to see what you did with the Chargeman I started. Could you reupload it?
RantingRodent
13-02-07, 14:13
Sure thing. Here he is.
That Dive Man isn't finished. I was just posting it as an example of how I am approaching him. I do want to edit his diving quite a bit, which is why it hasn't been touched yet.
RantingRodent
21-02-07, 13:14
Decided that it was about time I started fixing up Bass to match how he will be in the game.
As a bit of a refresher, Bass is an outdated model in the timeframe the game is set in, so he can't rely on his relatively weak buster any longer. As a result, he has honed his hand-to-hand techniques a great deal.
Here is an early early draft showing his new stance. This is WIP, so keep that in mind. Equivalent to a sketch (did this in 20 minutes)
RantingRodent
21-02-07, 13:43
Had more time this morning than I thought. Updated.
RantingRodent
23-02-07, 05:33
...alright. If that's not enough to get anyone's feedback, maybe this is?
Rainbow Dash
23-02-07, 05:58
He looks just a little too hunched over. Like he's about to uppercut a punkass. The shoulders are noticeably still in the animation, too. Otherwise, quite nice.
Oh, and it's not a ZX model, so it clearly wouldn't get comments. Don't you know how things work around here? XD
RantingRodent
23-02-07, 06:04
lol.
Well, actually, he is about to uppercut a punkass. He's going physical, remember?
The hunched stance fits, I think. I haven't seen Bass stand up straight very often....in fact now that I think about it, most Megaman characters seem to have posture problems :p
I'll see if I can straighten his back slightly. His stance is inheritted from Ryu, which also encouraged a bit of hunching.
RantingRodent
28-02-07, 12:29
Working on his ability to uppercut a punkass :p
The third frame needs some work, I'd just like some outside opinions on this while I'm in progress.
Should be a couple more frames as well, I just haven't had time to get to them.
RantingRodent
03-04-07, 13:29
Just wanted to let everyone know that my site is going back up. I'm working on a total redesign, but the old site is available for now. I need to update the megaman page with more robot masters, but I have to head off to work now, so I'll have to do so tonight.
http://www.dorksalad.com/oldsite/projects.php?project=phoenix
RantingRodent
10-08-07, 01:58
Long story short, my desktop machine died, and it has my other sprite conversions on it. So here's a fresh one. My first crack at Wind Man. I hope I haven't gotten too rusty.
That is AWESOME. Seriously though, that is really good. You should sheet it.
The eyes make him look loony.
RantingRodent
10-08-07, 04:56
That is AWESOME. Seriously though, that is really good. You should sheet it.
Hehe thanks. Way ahead of you. Still need to tackle the weapon sprites, but the character sprites are all done. I also want to tweak the highligh on his buster, it doesn't feel right at all.
RantingRodent
10-08-07, 04:57
The eyes make him look loony.
He's doing a lidded glare in his character design, so I decided to give it a shot. I think it makes him look a lot meaner. The wide open eyes made it hard to take him seriously, IMO.
Yay! That was quick, I really like Windman.:D
RantingRodent
10-08-07, 12:18
Yay! That was quick, I really like Windman.:D
I didn't like him much until doing this sprite. Working on stuff like the fans is a fun challenge for me.
I tweaked a pixel here and there, and did the weapon/effect sprites. This is my final version for the moment.
Now he looks like his eye is twitching...
RantingRodent
12-08-07, 18:06
In which frame?
RantingRodent
13-08-07, 12:38
While I wait for you guys to point out what you mean, here's my next conversion.
Yamato Man!
Advent Axl
13-08-07, 13:44
Do Quickman ^_^ that'd be cool. . .I'll try it but try to beat me to it
RantingRodent
13-08-07, 23:36
I did quick man a long time ago, dude. Probably about a year and a half ago, actually. Look here:
http://www.dorksalad.com/oldsite/projects.php?project=phoenix
RantingRodent
20-08-07, 12:04
Next up: Yamato Man
Getting the hip and shoulder guards to look right is proving a bit more challenging than I expected. Finally starting to feel rusty, heh. I'm going to put some more work into it and try to get them to look better. The bizarre mixed perspective used in the 8-bit characters is throwing me off on this one.
I'm going to update my website as soon as I have my desktop machine working again.
RantingRodent
23-08-07, 12:32
Next up - Flame Man!
I am debating whether or not to change his facial expression. The huge eyes make some of the old robot masters look ridiculous standing next to X sprites (just reminding everyone that that is the final intention). He's running around looking constantly surprised. So here are two versions, one with the default eyes, and one where I attempted to narrow them.
Hidden Fun Stuff
23-08-07, 16:12
Narrow looks like he's angry. Go for the top sprite.
Advent Axl
23-08-07, 16:17
Go for the original face look, no need to change it
RantingRodent
26-08-07, 15:34
I actually went for a third face look. The angry eyes gave him a huge forehead, so I have moved the turban and gem down one pixel. It makes the overall effect more dramatic, and it actually makes him look angry, as opposed to really surprised.
Whoa whoa, that´s damn good......How about to make the Stardroids?
RantingRodent
26-08-07, 15:56
Haha, thanks. I had accidentally redone Napalm Man based on Mars' character design. It's probably on my old computer though.
RantingRodent
27-08-07, 21:57
Sorry for the double post, but I did want to draw attention to this post.
Just an overall update, here. I am very close to having converted EVERY 8-bit robot master to upgraded shading. Summary of current progress: (Also covered in the first post). If you want the sheet for one of these, just ask me by PM. I have access to about half of them right now.
Completed so far (39/46):
Megaman 1 (6/6)
Bomb Man
Cut Man
Elec Man
Fire Man
Guts Man
Ice Man
Megaman 2 (8/8)
Air Man
Bubble Man
Crash Man
Flash Man
Heat Man
Metal Man
Quick Man
Wood Man
Megaman 3 (7/8)
Hard Man
Magnet Man
Needle Man
Shadow Man
Snake Man
Spark Man
Top Man
Megaman 4 (4/8)
Bright Man
Pharaoh Man
Skull Man
Toad Man
Megaman 5 (7/8)
Charge Man
Crystal Man
Gravity Man
Gyro Man
Napalm Man
Star Man
Stone Man
Megaman 6 (7/8)
Blizzard Man
Centaur Man
Flame Man
Knight Man
Tomahawk Man
Wind Man
Yamato Man
Once I am done the entire roster, I will then update my site so that it has all of them on it. There are several missing from it right now, but I'd rather not spend time maintaining the site that I could be spending in Photoshop working on the remaining few. After the site update, I will give every master a once-over and try to correct any issues I can spot with them. There's also a few weapon/effect sprites that have gone unconverted that I will cover at this point.
I already have some progress with Plant Man, but nothing I am willing to show at this point. If anyone needs/wants one of the following converted, I can try to prioritize. Dive Man is 1/2 done, I just have to finish his spinning sprites.
Left to be done:
Mega Man 3 - Gemini Man In progress On my defunct machine
Mega Man 4 - Drill Man
Mega Man 4 - Ring Man
Mega Man 4 - Dust Man
Mega Man 4 - Dive Man In progress On my defunct machine
Mega Man 5 - Wave Man
Mega Man 6 - Plant Man In progress
Advent Axl
27-08-07, 22:10
Now I want to edit 8-Bit to 32-Bit
RantingRodent
27-08-07, 22:48
You're running out of candidates quickly. :P
On a whim I decided to whip this up
RantingRodent
28-08-07, 02:32
I'm really in a mood for doing initial design tonight....I also seem to have decided to convert the Rockman Killers as well as the robot masters. I might be persuaded to tackle the Star Droids as well.
Starting with Quint and Enker (Punk already posted)
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