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Goku 8-bit SSJ Sprite Sheet (COMPLETE)

May 31st, 2014, 7:40 pm

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Author's Comments:

Reply GokentoPower, May 31st, 2014, 7:40 pm

Duuuuddddeeeee Now i know why customs are heck of haarrddd....

Reply Advertisement, October 19th, 2017, 5:43 am

User's Comments:

Reply Cascade, May 31st, 2014, 9:18 pm

Take angles and shading into consideration. Not to mention proportions. The sprite looks a bit too boxy and the poses aren't varied enough. The whole thing looks a bit stiff, honestly. Use references for stances when you sprite to shake this off.

Reply GokentoPower, June 1st, 2014, 7:37 am

@Cascade: dude,
FIRST
8-bit
SECOND
First custom sheet.
:O:
and 8-bit doens't have shade.
it's meant to be pixels.
and i did use references.

Reply Cascade, June 1st, 2014, 9:10 am

@GokentoPower: It's possible to shade 8-bit. A little. I was being dumb with that one sorry.

The rest of the criticisms, however, are more or less valid. What you said with "it's meant to be pixels?" It seems like you're saying it should look boxy and stiff because it's 8-bit. Look at the Classic Megaman sprites, and the Game Boy Megaman X sprites, for example. Most of the time, they aren't very stiff at all.

It is okay for a first custom, and it does have potential, but it also has room for improvement.

Reply GokentoPower, June 1st, 2014, 9:26 am

@Cascade: Okay thanks.
at least im not that one that doens't learn. (You know)

Reply Quirby64_:D, June 1st, 2014, 10:49 am

Also remember to do a motion blur on da kick. :P

Reply GokentoPower, June 1st, 2014, 10:55 am

@Quirby64_:D: i did.

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