Sticky X/Y Sprite Project

QC Time post!

Mega Scizor

Let's start with a simple edit to Mega Scizor, because this thing just won't stay down. I added a bit of white under the Left Claw on the front sprite, since that seemed to be the main complaint I was getting about it. So yeah, that's been taken care of.

Amaura

Did a very minor touchup on the frontsprite here, literally changed the color of four pixels in regards to pom's concern that the sails were covering too much of the eye. I just changed a bit of the sail's outline color where it met with the left eye to correct the issue. If you meant Amaura's right eye, I could maybe fix that, but it's pretty accurate atm, so not sure how necessary it is. Also, according to the spreadsheet, Amaura still hasn't been updated yet, so that should probably be fixed.

Now, onto the main attraction.

Skiddo (gotta 'do fast)
-Old-
CQ7C6m9.png
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-New-

Skiddo! This little tyke was pretty fun to QC all in all. A lot of minor changes went into this one, so let's try to sum up the main points.
-Colors editted to either have a few extra shades/higher contrast/be more accurate
-General shading and QC around the hoof areas of both sprites, backsprite kegs no longer as parallel as they used to look.
-Horns cleaned up, now has a notable division between the two instead of being one split horn.
-Fur made to look more rugged and less rounded, as it should be. (I thought about this edit long and hard before doing it, eventually coming to the conclusion that the fur looked too blunt for Pokemon. I compared it to Stoutland's sprite for reference, as it has similar fur to Skiddo, and realized that ours looked more cloud-y than fur-y)
-Generally cleaned up the head, complete with more accurate smile and clearer eyes.
-Made the leaf coverage more accurate, as backsprite had too little around the neck and too much on the back, and just generally tidied up the frontsprite's mane.
-Added Skiddo's tail to the backsprite.

Also, I figured you guys would probably prefer the shading style listed above, but I did create a somewhat different shading of Skiddo's mane based more directly off of the ingame model. Alternate shading is on the left, with the light ending in a more leaf-like pattern instead of just abruptly ending. Not sure if you guys would like it, but I do think it looks a tad bit better. You guys can decide among yourselves which is better, as per usual.

As always, toss any comments or criticisms you guys have my way. +)

Next up on the chopping block is going to be finishing Gogoat's QC, which I've been working on at home whenever I get back from school. I also plan on playing around a bit with Dragalge to see if I can create a better head, because I can definitely see where you're coming from with that, pom. It's in the current position primarily because I wanted to preserve the angles of the frontsprite, which required a bit more of a backview. So this is anatomically correct in the current version, but I feel that Dragalge could probably get away with breaking proportions a bit, considering. After that, I should begin work on Aurorus, so stay tuned for that.

Sláinte!

EDIT: Oh yeah, and I'm k with your edits to Doublade, pom. Looks pretty cool, even if you did de-aXl the sprite lol.

EDIT 2: Wow, this is unusual. No posts since my last one. Well, here's an update on
Gogoat's Front Sprite
-Old-
ES6A4H1.png

-New-

Here's a quick run-down of the changes:
-it's 2AM I have school tomorrow I'll do the backsprite later goodnight
 
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QC Time post!

Gogoat's Front Sprite
-Old-
ES6A4H1.png

-New-

Here's a quick run-down of the changes:
-it's 2AM I have school tomorrow I'll do the backsprite later goodnight

Uhm, now I'm not sure to where is Gogoat looking at. The other mon?
Anyway, the fur on it's face makes it look like it has more of a ":3" look instead of a fur-stache. Maybe by adding more fur, will solve the problem.
gogoat.gif
 
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I'll admit, that hair was definitely more difficult to animate than I anticipated. I think I got it to be as good as it's going to get.

The new static sprites just have the usual minor changes, a few pixels here and there to make the parts fit together better. New shiny sprites are necessary though.

Now if I animate Mega Blaziken, I'll have completed the set of the original five Mega Pokémon revealed. But I'm not going to. Someone else can handle that stupid wrist fire. It'll probably be more painful than Malamar's tentacles.

EDIT: Siiilver, I don't think that would make as much sense, because making the parts move mostly vertically causes a greater sense of fluidity with the waving and stuff. Making it "fly" would reduce it to being more like a solid rotating chunk.

aXl, I think your suggestion wouldn't be the best idea either. Obviously this animation is based on the BW animation for regular Ampharos, but one of the things I wanted to do was to tone down the motion a bit, considering that the Mega forme is more bulky (physically, not stat-wise), has a firmer pose, and even a lower Speed stat. Horizontal motion would make it too active, which seems less fitting.

Anyway, I think I'm going to redo Mega Absol's animation now, that thing is loaded with careless errors. I doubt it'll take long though, since it doesn't really move that much.
 
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Hi peeps! A set of exams just got over this week. More spriting time! =D

aXl said:
-Old-
ES6A4H1.png
-New-
Gah! The face looks too damn derpy... It would help if you could somehow make the 'beard' more scraggly, but without giving it the =3 face, lol. I really like the v shaped mouth which PoM added.

I like the tail, and especially the mane because you kept the texture spiky and not bushy =) that's the way I like it.

One more issue- The brown linings on its side appear slightly jagged a bit. If you get what I'm saying, lol. But this is a minor error, and I guess we could fix it later.

Legitimate Username said:
I'll admit, that hair was definitely more difficult to animate than I anticipated. I think I got it to be as good as it's going to get.

The new static sprites just have the usual minor changes, a few pixels here and there to make the parts fit together better. New shiny sprites are necessary though.

Now if I animate Mega Blaziken, I'll have completed the set of the original five Mega Pokémon revealed. But I'm not going to. Someone else can handle that stupid wrist fire. It'll probably be more painful than Malamar's tentacles.
One thing about the hair- I think you should make it kinda fly, rather than it waving up and down. I notice that the hair is broken into 3 parts, and you bring them up and down one by one at a time. I suggest making it swish downwards a bit when all the parts of the hair go up. When that happens, make it move downwards again, with the slight change in the hair, as I said. I wonder if I can help in any way...

About the blaziken's fists, animating fire doesn't seem TOO hard, because most fire in pokemon consists of only 2 frames is you see closely. It appears to be waving because the frame speed is high. Look closely at the charizard line.
The only problem is when the fists move. It'll have to move with the fire, an I honestly doubt whether I can do that, along with other body movements without getting myself bugged up or confused ;) I'll try to lend a hand.. that is, after I'm done with the wings of fletchinder. (PS. My first time animating wings, lol. Lets see how this turns out!)
 
Hi peeps! A set of exams just got over this week. More spriting time! =D


Gah! The face looks too damn derpy... It would help if you could somehow make the 'beard' more scraggly, but without giving it the =3 face, lol. I really like the v shaped mouth which PoM added.

I like the tail, and especially the mane because you kept the texture spiky and not bushy =) that's the way I like it.

One more issue- The brown linings on its side appear slightly jagged a bit. If you get what I'm saying, lol. But this is a minor error, and I guess we could fix it later.

I plan on still editing it a bit after waking up and looking at it again after a break. I just figured I'd post it up since it was late and no one had posted anything since my previous post. That and I thought it looked really good at 2AM lol. But yeah, I'll keep this in mind when adding finishing touches.
4D1yrLv.gif
ECnKEF2.gif
6DsdzYO.gif
MaCM4O4.gif

I'll admit, that hair was definitely more difficult to animate than I anticipated. I think I got it to be as good as it's going to get.
Definitely looks great to me. The only thing I could possibly suggest would be to maybe have the neck move a pixel forward somewhere, as I think it looks a tad odd with most of the movement focused on the Y axis. Granted, that's just a minor nitpick, and I have no idea how it'd look in practice, so do with it what you will.
EDIT: Sounds good, I just thought I'd bring it up and see what you thought about it. Again, great work as always. +)

EDIT 2: Does this look any better?

I think this should fix most of the issues people have brought up about the face. I also added a bit of the dark tan shade on the edges of the side pattern in order to smooth it out, as well as combining the two outline shades on the face, as they were wholly unnecessary. Also, because I wasn't sure which version of the eye I preferred more, I made the left one's pupil one pixel lower than the right. Left one is probably going to be better as it's looking more at the opponent, but thought I'd show both just 'cause.

Backsprite is next up for obvious reasons.

EDIT 3: Just noticed this, but on Mega Ampharos, there's a weird line of highlight on the very bottom of the hair on its front sprite and on the tail hair on both sprites. I'd either remove it or, if it's trying to replicate reflected light, make it dithering instead, as much of the reflected light in Pokemon is often portrayed.

EDIT 4: Might play with the face a bit more and then post it up to coincide with the finalized backsprite in that case.
 
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EDIT 2: Does this look any better?

I think this should fix most of the issues people have brought up about the face. I also added a bit of the dark tan shade on the edges of the side pattern in order to smooth it out, as well as combining the two outline shades on the face, as they were wholly unnecessary. Also, because I wasn't sure which version of the eye I preferred more, I made the left one's pupil one pixel lower than the right. Left one is probably going to be better as it's looking more at the opponent, but thought I'd show both just 'cause.

Althought it's less noticable, the ":3" face is still there. But I'm not sure now if it's fixable or not. Maybe we need to get used to it's face...
The shading is a nice touch. I like it
 
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Hello! Just a minor update today.

5qPHPTL.png
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2MTIFFA.png
mjrf64E.png


Of all things, Binky wasn't a direct palette swap. oAo Like Aegislash, there must be two whites: one for the neck fluff and the other for the highlights on the eyes and diamonds.

Skiddo (gotta 'do fast)
-Old-
CQ7C6m9.png
Ec1qlxy.png

-New-

Skiddo! This little tyke was pretty fun to QC all in all. A lot of minor changes went into this one, so let's try to sum up the main points.
-Colors editted to either have a few extra shades/higher contrast/be more accurate
-General shading and QC around the hoof areas of both sprites, backsprite kegs no longer as parallel as they used to look.
-Horns cleaned up, now has a notable division between the two instead of being one split horn.
-Fur made to look more rugged and less rounded, as it should be. (I thought about this edit long and hard before doing it, eventually coming to the conclusion that the fur looked too blunt for Pokemon. I compared it to Stoutland's sprite for reference, as it has similar fur to Skiddo, and realized that ours looked more cloud-y than fur-y)
-Generally cleaned up the head, complete with more accurate smile and clearer eyes.
-Made the leaf coverage more accurate, as backsprite had too little around the neck and too much on the back, and just generally tidied up the frontsprite's mane.
-Added Skiddo's tail to the backsprite.

Also, I figured you guys would probably prefer the shading style listed above, but I did create a somewhat different shading of Skiddo's mane based more directly off of the ingame model. Alternate shading is on the left, with the light ending in a more leaf-like pattern instead of just abruptly ending. Not sure if you guys would like it, but I do think it looks a tad bit better. You guys can decide among yourselves which is better, as per usual.

As always, toss any comments or criticisms you guys have my way. +)

I like the way you did the leaves, fur, and horns, but the face looks somewhat muddled. I'm unsure about the smile, even if it's more accurate according to the in-game model.
 
Hi there~

I was planning to do a revamp of Mega Gengar for a while now but I didn't get a chance to do so; for the most part because I think that Noscium's sprites are already fine the way I look at it. My only beefs about it are the gradient shading, the color palette, and the size. But alas, I was thirsty for some spriting action so I came up with this little one right here. I hope it's okay doing this.

MEGA GENGAR
MegaGengar_zpsc052ecfd.png

Evidently, I took Mega Gengar's official artwork as reference. Compared to the current sprite, mine's smaller and noticeably darker. I also made the grin more pronounced to give off a playful yet sinister vibe to it. I also enlarged the eyes and when paired with the large smile, adds a bit of a cartoonish touch to it. Well, nitpicks I could see from my sprite are...
  • Phantom "Ears" should be longer
  • Shading needs work
  • A better/more accurate color palette, perhaps?
  • Spikes protruding from the back and as well as the tail needs a bit of refining

Tell me if it's worth working on this. As always, comments, suggestions, and criticisms are welcomed~
 
Hi there~

I was planning to do a revamp of Mega Gengar for a while now but I didn't get a chance to do so; for the most part because I think that Noscium's sprites are already fine the way I look at it. My only beefs about it are the gradient shading, the color palette, and the size. But alas, I was thirsty for some spriting action so I came up with this little one right here. I hope it's okay doing this.

MEGA GENGAR
MegaGengar_zpsc052ecfd.png

Evidently, I took Mega Gengar's official artwork as reference. Compared to the current sprite, mine's smaller and noticeably darker. I also made the grin more pronounced to give off a playful yet sinister vibe to it. I also enlarged the eyes and when paired with the large smile, adds a bit of a cartoonish touch to it. Well, nitpicks I could see from my sprite are...
  • Phantom "Ears" should be longer
  • Shading needs work
  • A better/more accurate color palette, perhaps?
  • Spikes protruding from the back and as well as the tail needs a bit of refining

Tell me if it's worth working on this. As always, comments, suggestions, and criticisms are welcomed~
I gotta say, Im really liking that gengar. Didnt think it would look good as a sprite but I stand corrected. That said, it still needs to be qc'd. For example, I think its left arm is a bit too close to its mouth coompared to its right arm but that might be the angle making it look that way. Think its back spikes should be adjusted to fit the pose better. Maybe shortening them a bit would help. Finally, its 3rd eye could be adjusted too so it can be at an angle.

Btw, Im glad you're still able to hide its stubs for legs. Nice work

Hello! Just a minor update today.

5qPHPTL.png
8cDC04l.png
2MTIFFA.png
mjrf64E.png


Of all things, Binky wasn't a direct palette swap. oAo Like Aegislash, there must be two whites: one for the neck fluff and the other for the highlights on the eyes and diamonds.

I like the way you did the leaves, fur, and horns, but the face looks somewhat muddled. I'm unsure about the smile, even if it's more accurate according to the in-game model.


never seen the a shiny binky before but it looks good to me but I'll let someone else judge the palette. But imo, I kinda like skiddo's new face. Sure it lost that playful face but the battle field aint no playground its still much more accurate compared to the other face. Maybe it could use a bigger smile but its face is still pretty cute lol.
 
I think your pose on Hawlucha looks pretty good as it stands, I'm just afraid it might be too big. Aside from that, the outline is a little overly dark in some areas (namely the head and right arm), and I'd recommend making the white-shade a tad darker, as it's hard to distinguish from the highlight currently. Nothing a little QC couldn't handle, imo. It's a great sprite though, aside from those issues. I look forward to seeing more of your work. +)

Snap, you might be right... I made him equal to old sprite in terms of height but mine is definitely bulkier by a little bit

Well I made a back sprite so and now I realize I made another little error, the caped sprites on these versions

4sjg.png
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Dragalge


Made the backsprite for Toxic Seahorse finally. It took me around 4 hours to hammer out lineart for this guy. Normally it takes me two at max. Like wow. Also made a few minor edits to the front, so yeah. I probably need to color correct this soon, as I think something about my *hiking it back and forth between laptops* method seems to make the colors more pastel than they should be. Aside from that, comments and criticisms are appreciated as always. +)

Dat Dragalge! Its lookin as sexy as who I named mine after!
 
Hi there~

I was planning to do a revamp of Mega Gengar for a while now but I didn't get a chance to do so; for the most part because I think that Noscium's sprites are already fine the way I look at it. My only beefs about it are the gradient shading, the color palette, and the size. But alas, I was thirsty for some spriting action so I came up with this little one right here. I hope it's okay doing this.

MEGA GENGAR
MegaGengar_zpsc052ecfd.png

Evidently, I took Mega Gengar's official artwork as reference. Compared to the current sprite, mine's smaller and noticeably darker. I also made the grin more pronounced to give off a playful yet sinister vibe to it. I also enlarged the eyes and when paired with the large smile, adds a bit of a cartoonish touch to it. Well, nitpicks I could see from my sprite are...
  • Phantom "Ears" should be longer
  • Shading needs work
  • A better/more accurate color palette, perhaps?
  • Spikes protruding from the back and as well as the tail needs a bit of refining

Tell me if it's worth working on this. As always, comments, suggestions, and criticisms are welcomed~

I'm liking this. It still needs some work, some of the 'spikes' are looking a tad weird. But due to the smile it looks like Gengar is, like, going forward, and from what I understand from the animations is that the pose should not be that dynamic. Correct me if I'm wrong but it looks like that to me. e.e

Also, I'm QC'ing MegaZard Y's backsprite since somebody decided to make a new frontsprite/pose but edit the normal Charizard for the back. But there are not many good ereferences for the back so if anybody knows/is able to get one, I would be very happy =)
Also you'll recieve a cookie
 
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MaCM4O4.gif

I'll admit, that hair was definitely more difficult to animate than I anticipated. I think I got it to be as good as it's going to get.

Just thought of an idea for amphy after looking at it again. The first option is Mincinno and Cincinno.

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573.gif


Amphys movements look like a slowed version of mincinno but you could see how much more her hair flows with the animation on cincinno. Amphy's hair is kind of choppy compared to cincinno. Cincinno also has a nice rare animation that might work for amphy. Mincinno has a good rare animation too but not as nice as cincinno.

edit: Think the hair might flow better if you make it move by angles instead of moving the entire hair itself. Its hair is what makes it so majestic so we would want to make it as glamorous as possible.

The second option is a haxorus/zororak mix.

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This way would go with the horizontal motion suggestion that was mentioned. I do think it could use some horizontal movement in at least the rare animation. Im not saying to make it move as much as those 2. Maybe have it move as far as haxorus move in its regular animation and its hair would flick like zororak.

what you think?
 
Differences in shiny versus regular are because sometimes I am exceptionally lazy and don't replace the shiny files when there haven't been (many) changes because I prefer using my time for productive things. Eventually I always do a full replacement of placeholder shinies, or you know make them shiny.

so today I did this

EUpKTg7.png

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Yes this is a palette swap, and quite the remarkable one at that. Princessofmusic commented that my contrast on the body/horns isn't very good. The body is from the regular shiny and the horns are cause I'm not good with contrast. Anyone who wants to take a shot at this go ahead. Some eagle eyed among you will notice the toughest balancing of colours is that the whiskers and horns share two colours of grey. I'll probably approve this for animation soon as figuring out the shiny colours shouldn't be too difficult now.

EDIT:
Layell: hmm an alternative might be changing the whisker colours to darker colours on the horn
 
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MegaGyaradosSmogon_zps0b7e1ad5.png

Here's my take on Shiny Mega Gyarados. I've used an image from a high-quality YT video as a color reference, though I didn't directly copied the palette from the image. Anyway, the dark outline for the white fins was kind of difficult to set a color for, as I didn't want the lips to look dull, so I went with a color that's more in-between. Lastly, I made the dark red portions on Shiny Mega Gyara a bit darker, to make a clearer difference between the reds.

Feel free to comment on potential improvements for the Shiny. I considered making the head crest a bit lighter and more purplish-red, but I forgot. I may see later how that looks.

MegaGyarapaletteref_zps66c21c34.png
Here's the image I've used for reference, it's from a video by a user named Mulvone19. I definitely recommend checking his videos for Shiny references, as his videos have high quality and he has showcased a LOT of Shinies in his videos.
 
Some nice colours darkhuaza but I think you missed some important parts like:

-This isn't a palette swap now, if I tried taking this into a program to recolour it wouldn't work
-Goes beyond 15 colours which I don't like doing, this is because you didn't replace every instance of one colour with every instance of another, we probably won't get a perfect white/tan colours but if we properly abuse colour temperature it should look like it.

I'm looking for exact palette swaps because not only do I know it's possible it's within our form.

EDIT: Which brings me to this

YdALpsu.png
 
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Alright, after a bit of a hiatus (back to school!)....
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ezimba11179757938900_zps70db6d55.png

Well this was slightly troublesome.
- Snout on frontsprite rounder
- Tail flame on backsprite adjusted
- Wing count on backsprite fixed, now with 4 flaps on each side and a(n awkward) middle flap
Thanks for the pointer, Wichu.
Though admittedly, I find the backsprite wings really weird now....

ezimba11179750369500_zpsda0a3e19.png
ezimba11179758891500_zps5194aa84.png

I...think I removed the extra color from the backsprite's foot. Should be good to go now?
Wichu I don't think I can help with the face thing sorry :( it looks fine to me...
 
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Alright, after a bit of a hiatus (back to school!)....
ezimba11179716142300_zps15e9f4e2.png
ezimba11179757938900_zps70db6d55.png

Well this was slightly troublesome.
- Snout on frontsprite rounder
- Tail flame on backsprite adjusted
- Wing count on backsprite fixed, now with 4 flaps on each side and a(n awkward) middle flap
Thanks for the pointer, Wichu.
Though admittedly, I find the backsprite wings really weird now....
It's not just you. It is indeed weird now. It's the angle of it. Take this image and video as reference to do any fixes
oct_p16_04_4j8ds.jpg

Starts at 0:49

By the way, is the angle of the wings needed to be the same in the front sprite and the back sprite? I mean, we have sprites like Mienshao and they don't share the same poses, so, that way you tweak the wings in a way that could look better

mienshao.gif
mienshao.gif
 
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I didn't know about the exact recolors part, Layell, but thank you for the information. I'll keep that in mind from now on.

By the way, I've managed to snapshot some clear color references regarding Shiny Mega Charizard X and Y.

MegazardXShinyref_zps7e8c1f56.png

CharizardShinyref_zps5c837f33.png

MegazardYShinyref_zps306392f5.png

First image snapped from one of Mulvone's videos, the second and third are even better resolution images taken from a PokemonBattles11 video that show how Mega Charizard Y is indeed different from regular Shiny Charizard.

I hope these images are of any use.
 
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Here's a redone Mega Absol. It looks so radically different from before. By which I mean radically the exact same.

Seriously, I did make some changes.
- Frame rate is right instead of wrong
- Colouring is right instead of wrong
- A lot of careless errors fixed

Those careless errors that were existing before, I had known about them for a long time and dreaded having to eventually fix it. Turns out it wasn't NEARLY as hard as I thought it would be. I'm GLaD to have finally gotten it out of the way.
 
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