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EikoBiko

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Everything posted by EikoBiko

  1. Alright, let me rephrase: rendering player sprite at twice the pixel density as all other character sprites would make the player sprites look extremely out of place with the rest of the world, since nothing else exists at that pixel density. Anyways for fun (and demonstration), here's a comparison of Hilbert in Gen 4 and Gen 5 styles:
  2. Doubling the resolution of the sprite would make the player sprites look extremely out of place with the rest of the world, since nothing else exists at that resolution.
  3. I don't know that it's even possible to edit player sprites currently. I'd be willing to attempt it though if it becomes possible. Most head items will only need to be made 1 pixel less wide, which is simple enough. The rest of the body items will probably need to be hand made. But there aren't a ton of shoe or glove items, so those shouldn't be much of a hassle. Mostly just top/bottoms.
  4. I don't doubt there was a level of deliberation, but your artistic skill has definitely grown in the last decade, at which point Unova wasn't available. (I still remember when everyone was a color swap of FRLG characters -- can you believe the vanity thread was made 10 years ago as of next month? Just wild.) It seems we're at odds on this front, but I believe there's still a good number of people prefer the look of gen 5, with some good reason. The sprite style accentuates the body more (hands and feet more separated from the body in the over world, which can really help make the sprites seem more dynamic.) The magnified profile shots aren't stylistically much different between Gen 4 and Gen 5, but I feel the player profile sprites in PokeMMO at least could use some updating from what is currently being used. Would be nice if these assets were exposed to the community like the UI sprites so people could make asset swaps, but I don't know if that's in the cards at all.
  5. Since when/where can I see that? Darkshade doesn't have to do it all on their lonesome. I've already done 12 of them for the male profile. :]
  6. Let's make the player sprites match the BW style! Yes, I'm aware this would require a lot of reworking assets! So I've already started to help. I've created these assets for male/female overworld sprites: Additionally, here are some proposed changes for the profile sprite: Proportions are better (left arm no longer reaches all the way to below knee), character is more determined, etc. Here are some currently existing clothing items in action: We could also use a masking system to help prevent this: This: Plus this masking texture... would allow this... (Alternatively, each hairstyle could have a "hat" variant.) I haven't done female profile sprites yet, but they are doable for sure. Here's the base sprite:
  7. Yeah pretty much what Eduardo said, you have to unzip the .ZIP file into PokeMMO > data > themes. You change between themes under interface in the settings. Though, you'll have to restart PokeMMO for new themes to appear in the list.
  8. I'm Eiko, and I don't screw around when it comes to dark themes.
  9. They have access to way too much info that they should not have, and they actively use it against you. The E4 will always know if your pokemon is Zoroark, despite the illusion effect. The E4 knows your entire moveset before you even make a move, can predict crits, and will use full restores when they otherwise would not, and can predict what move you're going to use before you're going to use it. It will actively prevent you from performing any super effective moves when it should not reasonably know you are about to use one. It will even LOOP ENDLESSLY to prevent you from having an advantage by swapping between pokemon that are immune to the type of move you're about to use. For example: Empoleon + air balloon vs Cynthia's garchomp Empoleon uses ice beam Cynthia knows ice beam is selected, so she will switch to Milotic Milotic is hit with ice beam, but restores health due to leftovers Switch to Ampharos vs Milotic Cynthia switches to Garchomp to avoid having Milotic get hit with thunderbolt Switch to Empoleon again Return to step 1 Matches like these totally throw strategy out the window because you are forced to make unoptimal decisions based on the knowledge that the AI will 100% know what you're about to do, and take every step to prevent it. You must instead approach the E4 with OU-level pokemon, or pokemon with high IV's / meticulously crafted EV's. In my opinion, this is incredibly frustrating and tone-deaf, especially in the context of the "travel with your friends" narrative that pokemon carries when you have to discard members of the team you've had the ENTIRE game in order to beat the E4, just to swap them out for ones with better stats. They should make good decisions, sure, but they should not be psychic.
  10. If you need someone to help with backgrounds (if and when this becomes an option) feel free to get in touch with me.
  11. Yo! I'm an artist, been doing technical art for the better part of a couple years now. Since we've been fiddling around in Unova, let's switch to the higher-fidelity style of the gen 5 games. (Unless there's plans to switch to full 3D for gen 6 shenanigans...) In short, I think the current overworld sprites are okay, there's nothing totally wrong with them, but I find the character profile sprites really... dopey looking. Or, in other terms, the male sprite in particular looks like a kid getting his picture taken with a pokeball. Very not-battle-ready. So I sprited a bunch of stuff. As you can see, I've given him a bit more of a confident look. His stance is more balanced and calm, he is more presenting the pokeball, rather than holding it in the air, he's looking a little bit more AT the opponent, and the expression on his face makes him seem like he actually wants to be there. Here's a few more customization options I've ported to this style. Ninja Scarf, Ninja Mask, Visor, Poncho, Gloves, Boots, Shorts. Oh yeah, please give us different bottoms. Additionally, I want to talk about hair and how they interact with hats. I noticed with a number of customization options, the hair is just completely hidden to avoid poking out of the hat. This is the problem you guys would have otherwise: However, there is a solution. Instead of just hiding the hair entirely, you could instead choose to have each hat include a mask that is applied to the hair, like so: In the mask, all the blacked out areas the hair will not render. So, apply that to the hair, and in the end, you get this: No clipping, no compromise. Also, here's a completely blank BW-style overworld sprite sheet I made, to help with conversion to a new overworld standard. If any of the devs see this post and are interested, I am willing to help convert assets. Also, will do female sprites if people seem to care.
  12. When's the last time something from this thread even got added to the game? Is this monitored anymore?
  13. Yo, let's change to B/W style please. :] Custom sprites inbound. Blank overworld sheet: Battle Example: Some existing cosmetics ported to new style: Ninja mask Ninja scarf Visor Poncho Gloves If there is literally any feedback at all, I will make more.
  14. I made these overworld sprites based off of the ones in Black and White. Black and White uses some special sprites for walking on the raised platforms on Route 7 where you can't stop moving, and also for picking up items. The rest are walk, run, bike, and surf sprites. Then the trainer fullbody sprite is something I made on my own.
  15. It blows, but it makes sense. The sprite sheet probably only gets loaded once, when you connect to the server. I'll go ahead and drop these here anyways. I was pretty intent on changin' stuff!
  16. I skimmed through the files and didn't see the player sprites anywhere. Can you do me the kindness of explaining how I can get to them? I've basically already created templates so the work is done on that front.
  17. I sorta want to give a crack at revamping player sprites to work for gen 5 style. Already have a player template for the movement, shouldn't be too hard to make more for the rest. After that it's just cracking away at making cosmetics compatible.
  18. Here's a hairstyle. I included some B/W styled sprites 'cause I'm secretly hoping PokeMMO transitions to those sprites. I love the increased fidelity. :] But below is compatible with the current sprites we're using!
  19. @Darkshade This helps a ton! So to clarify a couple things: So the player character sprites are subject to change? Is this to account for potentially Black/White styled sprites? If so, might be wise to set up a basis for that sooner rather than later, as adjusting cosmetics might be a pain in the rear. I'm working on game dev stuff, myself, running into issues with having to throw away a bunch of well-made cosmetics and redo them because the character has changed. In my case I totally wish we would've finalized things sooner. Willing to help contribute to the re-designing effort if this is the case. Personally I think the B/W sprites are killer and I made a bunch of templates at one point for hobby reasons.
  20. I suppose so! I figured they had at least more than one artist -- but this goes to show you why we can't put all the work on one person to translate a couple sprites to an entire sheet for a plethora of cosmetic items. As an artist, myself, I'd be more than happy to take the work load off by just making my submission as game-ready as possible.
  21. I used to play a while back and I'm interested in making some vanity item contributions. I noticed there's only front, side, and back overworld sprites -- I feel like community vanity options are less likely to adapted if it is up to the on-team artists to intepret many sprites using just a couple overworld ones. Are there any more sprite templates? Is hair colored in the game engine? If yes, should hairstyles be colored in greyscale? Or do you use a color key? What else should contributors know if they want to create a comprehensive vanity item? I'm interested in making vanity items that cover all use cases, and I think it would be easiest for the PokeMMO team to implement them if we were able to make them in the format they are used.
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