Art guidelines + Pre-ripped sprites

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Art guidelines + Pre-ripped sprites

Post  Robotnikclause on Tue Jul 10, 2012 6:32 am

Art submission guidelines:

  • Only submit art after you have applied for an artist position.
  • Use the correct size for each piece of art you make. (6x the originals)
  • Keep each tile within it's 48 x 48 pixel space or else that artwork may be unusable.
  • If you don't know how to rip sprites from the game, ask me for the tile you are looking for.
  • Stick to the graphical style set by the 16 bit half of the game.
  • Do not submit objects such as springs, rings, and item boxes here. Those should all be handled on the 16 bit half.
  • Do not submit badnik art such as motobug unless allowed to by Mike Berry.
  • Only submit art for the 4 8 bit exclusives. (Bridge, Jungle, Sky Base, and the Bonus Stage)
  • Adobe Illustrator is highly recommended, but not necessarily required.

If you are an artist on the 16 bit side and would like some changes made to the guidelines above, please notify me.


Pre-ripped & resized artwork:
Bridge zone:
Spoiler:
Bridge zone foreground:


Rock:


Fence:


Scale pole:


Scale weight:


Scale weight object:


Tips for Bridge zone:
  • A lot of the art in bridge zone is meant to tile with the grass. Part of the grass will usually be at the bottom of the object.


Special Stage:
Spoiler:
Foreground:


Bumper:


Star Bumper:


Platform Bumper:


Coil Bumper:


Tips for Special Stage:
  • All of the colors in the Special Stages follow a bright color to contrast the night sky in the background.

Remember to stay within the tiles and preserve the original image size! Otherwise your art is disqualified!


Last edited by Robotnikclause on Sat Jul 14, 2012 12:08 am; edited 17 times in total
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Re: Art guidelines + Pre-ripped sprites

Post  LoganMcCloud on Fri Jul 13, 2012 2:28 am

Right, so I started sketching out the rock. I added a fill light on the right side to give it more depth and detail... but I have some questions.



I'm not sure about this color scheme. The shadows are a bit too blue to be a foreground object... and I feel the coloration has majorly to do with the limitations of the Master System/Game Gear... Should we change it? At least to be consistent with the 16 bit counterpart?

If so, should we desaturate it a bit and maybe make it more of a moss covered rock instead? It is very close to the water and this would give us an opportunity to add more detail into it and possibly more variety between rocks.

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Re: Art guidelines + Pre-ripped sprites

Post  Robotnikclause on Fri Jul 13, 2012 2:29 am

Actually, forget the rock, I think we are re-using the one from the 16 bit project's Green Hill zone. Any specific Bridge zone tiles you want ripped?

EDIT: Bridge zone's rock is way too different compared to Green Hill zones. We should make a new one. I do think a mossy feel would be cool. Whatever you feel is right.
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Re: Art guidelines + Pre-ripped sprites

Post  LoganMcCloud on Fri Jul 13, 2012 2:42 am

Robotnikclause wrote:Actually, forget the rock, I think we are re-using the one from the 16 bit project's Green Hill zone. Any specific Bridge zone tiles you want ripped?

Let me check real quick though. If they haven't done the rock yet, your sketch won't go to waste.

EDIT: Bridge zone's rock is way too different compared to Green Hill zones. We should make a new one. I do think a mossy feel would be cool. Whatever you feel is right.

I would like the weight object, some bridge pieces, and the big mountain in the background.


Alright, I'm going to play with some color schemes and I may play with the lighting a bit more. It'll pop more, but it might look a little different.

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Re: Art guidelines + Pre-ripped sprites

Post  Mike Berry on Fri Jul 13, 2012 3:25 am

I just downloaded a rom of the game gear version... By the way, are you basing this on the game gear version or the master system version.

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Re: Art guidelines + Pre-ripped sprites

Post  Robotnikclause on Fri Jul 13, 2012 3:29 am

The only differences are the Game Gear version has the warning signs (Which we don't need) and some slightly better mechanics. The only art differences are in some of the backgrounds, which have a lot more detail than the Master System version.


Last edited by Robotnikclause on Fri Jul 13, 2012 5:34 pm; edited 1 time in total
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Re: Art guidelines + Pre-ripped sprites

Post  Robotnikclause on Fri Jul 13, 2012 5:31 pm

I ripped some tiles from the Special Stages. More to come soon.

Just cleaned up the thread as well. We don't want to derail it too bad. Perhaps each piece of art should have it's own thread?
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Re: Art guidelines + Pre-ripped sprites

Post  LoganMcCloud on Fri Jul 13, 2012 10:43 pm

I know our main focus is Bridge Zone right now, but I did this very quick:



It's an animated PNG so the blue ring should be flashing.

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Re: Art guidelines + Pre-ripped sprites

Post  Robotnikclause on Fri Jul 13, 2012 10:48 pm

Oh my god...... Mike, see if we can get the Special Stages added to the game SOMEHOW. Preferably the Lamp Post plan we had, but just SOMEHOW. PLEASE!
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Re: Art guidelines + Pre-ripped sprites

Post  Mike Berry on Fri Jul 13, 2012 11:04 pm

You needn't to worry about this. After all it was originally intended before the original site went down.

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Re: Art guidelines + Pre-ripped sprites

Post  Robotnikclause on Fri Jul 13, 2012 11:05 pm

Alright. I'm sure the poll will go in the favor of Special Stages being accessed from Lamp Posts anyway.

In the meantime, can you post your art in the Special Stage section so we can decide if it will be final or not Logan?
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