Sticky X/Y Sprite Project

Legitimate Username Amphy's hair is looking better. I agree with aXl regarding getting rid of the unconvincing reflected light.

Introducing Talonframes!

LayrNKk.png


Talonflame's animation consists of ten frames that loop. Only nine of those are actually unique, as the ninth frame is just a repeat of the first frame, which is also the static. Frame four looks like another unique pose. Would this example of a flying animation make animating a new Aerodactyl or Noivern any easier?
 
I was going to post klefki's fixed front animation after I finish its back along with florges but since I already posted its front, might as well post it up anyway.

klefki-front.gif

So like I said earlier, I fixed his gold key in order to make it flow with the animation smoother. The key ring was all over the place before. Not sure how I missed it but w/e. Along with that, I also fixed its rare animation a little since I noticed that it looked a bit rushed and it didnt really transition well at the end. So I added a couple extra slides which really made an improvement. Anyway, I'll post its back along when I finish florges so I can post all 3 animations together. Hopefully will be done with them in a day or 2 if nothing comes up.

Legitimate Username I think amphy's hair looks better as well but still think it could be even better. If your ok with it, mind if I give the hair a try?

Edit: Noticed that the gen 6 pokemon cries were added. awesome!
 
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I've done the binacle's sprite. This is the result:
LxmHWEx.gif
zpomRvP.gif

What do you think about it? I will fix your subjections

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I had made some edits to the front sprite. You should apply em to the back. I think you have the right idea with the animation. You should try to make the heads move just like Shuckle's
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I'm not a fan of the little rock of the head each loop. It should rotate most of the animation.
 
Legitimate Username Amphy's hair is looking better. I agree with aXl regarding getting rid of the unconvincing reflected light.

Introducing Talonframes!

LayrNKk.png


Talonflame's animation consists of ten frames that loop. Only nine of those are actually unique, as the ninth frame is just a repeat of the first frame, which is also the static. Frame four looks like another unique pose. Would this example of a flying animation make animating a new Aerodactyl or Noivern any easier?

One thing with the animation, it starts to move upward before it actually flaps its wings.
ezimba17027258018600.gif
You see? It moves up after it flaps
 
b1_by_snivy101-d72j2my.png
I had made some edits to the front sprite. You should apply em to the back. I think you have the right idea with the animation. You should try to make the heads move just like Shuckle's
213.gif
I'm not a fan of the little rock of the head each loop. It should rotate most of the animation.

I will fix the rotation this week if i have free time. Other sprite that I've done is fletching back, using the front sprite as reference.
gNxCJli.gif
5TC1Y8E.gif

vZ5FRwz.gif
1te213s.gif

I think that the shiny mega mawile doesn't exist, so, i decided to recolor the normal mega mawile:
xvfuWia.gif
 
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aXl, as requested.
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mXyqAbF.gif

RrGw1XG.gif
0NsRMfN.gif


I also made some minor changes to Mega Gardevoir's animation. I felt like the body dipped down too low.
FCSzSlC.gif
XRZqNoR.gif

7fT7Mlg.gif
D3ha4IC.gif

This is also a palette swap (probably different from the current version though), so I didn't bother uploading the shiny version too.
 
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

You're indeed, correct. It does look like it's leaning forward, like it's about to charge or something. I was worried that it'd be too dynamic for a static pose, and PoM's previous post about it just reassures it. And so, here's a less "Imma comin' for ya!", Mega Gengar.
MegaGengar_zps8cad88aa.png

Still struggling with the shading in the phantom hands. ;~;
 
I'm just gonna say I love eager animators like seleccion but just make sure that the sprites are ready for animation, if it says yes under L ready and P ready then it's ready, if not there may be changes we have to do. The chart in the first post is your friend.
 
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noticed a colour of shiny fletch back missing so I'll plug that up

ISWNbNq.gif


I also did this

FeElYKy.png
>
pO2LqOI.png


Shall we say this head is expanded enough? I also fixed the neck part because there is a separation between body and those pointy things.
 
Nice layell. Zygarde looks even better now.

Anyway, I finished up kelfki's back and florges with time to spare. First heres kelfki with its front animation next to it.

klefki-front.gif
Klefki-back.gif

Other than some shading differences, the keys from the front was identical to the back which was great since they were the hardest (and least fun) part. Really saved a lot of time there. But boo boo keys came out great. Now its free to swagger entire teams and cause rage quits.

next is florges

Florges-front.gif
florges-back.gif

She wasnt too hard to do even though she's moving slightly faster than what I would like but think its still good. At first I was going to make it move side to side for its regular animation like you see there at the end but think having it move this way gives it a different look.

Think I'll try fixing wyv's yveltal animation until diggersby and heliolisk are done being edited. Also, if its ok, I would like it if I could reserve chespin. btw, whats still wrong with chespin anyway? Is it its palette because the sprite itself looks pretty good imo.
 
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Ok some Mega Scizor updates, LU did a good job with the grey armour, I'm taking that one step further.

waY4Bh6.png


My edits were just to add back in two shiny neutral greys that make the claws look good while shiny, I decided the new claws looking green/white didn't look good and wasn't XY accurate so I didn't do that. I'll let princessofmusic put her approval on again as I am doing the same.

So shiny Klefi was almost a problem but no it's not

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Yeah I made the grey a bit darker so it works for both versions, because pure white isn't normally recoloured in a shiny. This is more accurate for grey > gold steel types.
 
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I think mega aerodactyl deserves its own sprite instead of just an edited one, so I took a shot. Here's a start, anyway:


MJNlUlb.gif



Unfortunately my spriting skills are a little rusty, and I haven't ever sprited pokemon before, just other things, so I don't quite have this style down yet. And there's too many colors. But critique appreciated!

Edit: I somehow missed the discussion a few pages back about revamping megas last and how animating this is going to be a pain :x I don't mean to cause drama. However I don't think my sprite should be any more difficult to animate than any other aerodactyl sprite would be. Aero's sprite is always going to be kind of tricky to animate because he's flying, and a lot of body parts move when something is flying. I've animated birds before, it's hard.

I'm an experienced spriter, just not with pokemon, and once I get an okay on this base it shouldn't be too hard for me to do two more frames with the wings at midpoint and low though.
 
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I'm going to check out for the night but first let me post these so I can gather your thoughts.

L4sIfIB.png
tWiLtvs.png

JggjJ0A.png
KMf6fOF.png


Is this working or do we require some slight palette changes?

EDIT: Ignore this right now I have the right colours but wrong placement :d
 
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I think mega aerodactyl deserves its own sprite instead of just an edited one, so I took a shot. Here's a start, anyway:


MJNlUlb.gif



Unfortunately my spriting skills are a little rusty, and I haven't ever sprited pokemon before, just other things, so I don't quite have this style down yet. And there's too many colors. But critique appreciated!

Edit: I somehow missed the discussion a few pages back about revamping megas last and how animating this is going to be a pain :x I don't mean to cause drama. However I don't think my sprite should be any more difficult to animate than any other aerodactyl sprite would be. Aero's sprite is always going to be kind of tricky to animate because he's flying, and a lot of body parts move when something is flying. I've animated birds before, it's hard.

I'm an experienced spriter, just not with pokemon, and once I get an okay on this base it shouldn't be too hard for me to do two more frames with the wings at midpoint and low though.

Its a nice start but im not crazy about the pose since it makes his neck look awkwardly long. Maybe if you raise his head higher up it might look better. Also, its body is a bit big compare to its body try shrinking that body down to fit the proportions better. Looking at aero's other sprites might help with that. Finally, its nose is also a bit narrow but so just fix that too. Dont forget that you need to make a back sprite too if it has any chance of being used ok?
 
MJNlUlb.gif
--->
pC2aOQs.gif


And regular aerodactyl for comparison:
Spr_5b_142.png


Thank you Typhlito! I bumped the head up a bit so hopefully its neck looks appropriately short, shrunk the body, and made the snout a bit bigger. I also took out the white in the teeth and eyes, so now I'm down to 16 colors, but not sure what color I can safely remove to bring it down to 15... maybe something in the mouth? I'll also definitely be doing a backsprite, just wanted to get issues with the front ironed out before starting.
 
MJNlUlb.gif
--->
pC2aOQs.gif


And regular aerodactyl for comparison:
Spr_5b_142.png


Thank you Typhlito! I bumped the head up a bit so hopefully its neck looks appropriately short, shrunk the body, and made the snout a bit bigger. I also took out the white in the teeth and eyes, so now I'm down to 16 colors, but not sure what color I can safely remove to bring it down to 15... maybe something in the mouth? I'll also definitely be doing a backsprite, just wanted to get issues with the front ironed out before starting.

Its much better now but its still not quite there yet. Since you have that pose, Looking at areo's gen 3 sprite might be helpful as well

Spr_3e_142.gif


This sprite is smaller since its a gba sprite but its fine. Also you should check out the current areo sprite to make sure you got the rock details right even though the extra detail you added to those stone look great imo. Its head is still a bit off to me but it might be just me. Maybe try moving it to the left? Or maybe try having his head like that sprite I posted. idk But the one thing that I wonder is if its close enough to the gen 5 style since no other pokemon has that kind of pose anymore.

edit: actually yeah make its head like the gen 3 sprite since it would look better this way when you make a back. The head would look hidden in the back sprite otherwise.
 
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OKay I'm dropping this here since it caused me to almost rip my hair out a few times.
MegazardQC_zps880c7bed.png

I have come this far by what it means for a new backsprite but I, again, found out that I suck at making sprites. It looks like once again I have established myself as failing, much like what I did when I tried to make a Gogoat sprite n-n.
Anyway, the most troubling thing has been the tail I found it really hard to take shape and is still looking weird. it may have to do something with it's pose, as it's viewed from a slightly different angle than normal sprites but that could just be me.
So, feel free to pick this up and edit it.

Sorry for not being able to finish this
 
MegaGengar_zps6ea7c460.png
MegaGengarBack_zpsa55afb22.png

So here are some Mega Gengar updates!

Changes made are minimal, specifically the phantom arms. I guess this one looks less awkwardly shaded than the previous one.

Oh, and I mustered my courage and made a back sprite! I can't seem to find a clear back reference for Mega Gengar. Mostly, this is due to its 3D rendering making the spikes blend in with the other spikes so it was hard to make an accurate depiction of it in sprite. So, I just went by my instinct and pieced it together myself as to what I believed it to look like. I'm quite proud of it nonetheless. c:

Well, if anyone can provide a clear back for Mega Gengar, that'd be a great help!
 
Hey everyone, it's been a few days since I last posted, but I'll try to keep this post relatively short. First things first, I would have replied sooner about the new badge, but it just didn't feel right posting something in this thread that wasn't directly related to spriting. I just wanted to say how awesome its been to work with everyone here. We've managed to accomplish some great work here as a team, and I couldn't be more proud to call myself a member of this community.

With that out of the way, let's move onto some of the aforementioned spriting stuff. +)
Super Gourgeist
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So I finally wrapped up QC on Gourgeist XL. In addition to implementing pom's edits, I did a ton of QC work on the backsprite in order to have it match the front. That hair was a pain to make, especially since I had to completely scratch build it. Having never shaded hair in Gen 5 style made it even more awkward, but then I realized that GameFreak wasn't really consistent with it anyway, so I eventually settled on this. Aside from that, I did the usual line straightening, color corrections, proportion work, etc that are to be expected of a QC job to get the final product. Took probably between 4-6 hours all in all, so yeah. XL should be good to go on the Showdown servers now, unless we want to wait until I make the alt sizes first.

As usual, comments and criticisms are smiled upon. +)

Now it's time for the comments section.

Typhlito It seems to me like the backsprite on Klefki has the keyring bend almost a little too drastically compared to the front. I'd try to make the shake slightly less prominent on the back, but other than that, the animation looks good to go. Florges looks good to me as well, as I can't see anything immediately weird in the animation. Good work, man. +)

Umbreonage I feel you could probably remove the brightest gray highlight from the leg, as it makes it have an odd sort of pillow-shade effect currently. Aside from that, I agree with most of Typhlito's critiques. If you're looking to drop another color, I'd recommend trying to make the black stones two-toned rather than three, since as far as I'm aware, most black shades in Pokemon are limited to two colors, especially if they're used in small amounts like Mega Aero.

Wobblebuns Mega Gengar has way too many shades of transition pink between the pink and purple sections. I'd recommend fusing the transition shades into one color, as the current value differences make it look more like JPEG artifacts than anything. You're making nice progress though, and I sent you some reference shots of his back in case you were still looking for them.

seleccion I'd recommend adding a downtime frame or two after Froakie lands his jumps, as it seems its jumps are slightly out of sync with the front sprite's. I think it might have something to do with how the backsprite's hands move more than the front sprite's, as it seems like the back is more of an endless loop of jumps than the front. Maybe it's just me though.

I'll see if I can get some more stuff done by tomorrow, but until then, Sláinte!

EDIT Layell I'll hit that up tomorrow in that case. Shouldn't be too difficult, so I'll throw it near the top of my priorities list.
 
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