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Nov 14, 2020 5:05 AM SmithyGCN Asset: GC, RC, & BC Rods These crystal rods functioned similarly to how they did in the game they're from. They were needed to make Druaga weak. When used, they would appear and strike through Druaga and remain stuck in his body for the duration of the fight enabling him to be hurt.
Nov 14, 2020 5:04 AM SmithyGCN Asset: Slime Everyone's favorite little ball of goo! Idle, turn, move, jump, in air, attack, death effects (like metal slime, he would split into droplets of slime and splash on the ground).
Nov 14, 2020 5:02 AM SmithyGCN Asset: Metal Slime Metal Slime is an edit of the normal Slime enemy. I wanted to make him appear like he did in the OVA. He has an added body slam/solidify animation that shows how hard he was in the animation. Idle, turn, move, jump, in air, attack, death effects (he would split into liquid metal that would splash on the ground), solidify, solidify shine, afterimage, collision shine (when struck with a weapon, he would give off these).
Nov 14, 2020 4:58 AM SmithyGCN Asset: Dracky The Dracky is an enemy that I had wanted to include in its fullness, but forgot to add the tail to. Sorry. Flying idle, turning, preparing to swoop, swoop, swoop afterimage, stopping, hurt, knocked over, old preparing to swoop. The lone sprite is a beta sprite.
Nov 14, 2020 4:55 AM SmithyGCN Asset: Agent Francis York Morgan He was set to appear in the fan game, but I forgot his role. Idle, talk, talk to other self, talking to other self, setting arm down, showing badge, holding badge, talking with badge, pulling badge back, smoke, walk, turn.
Nov 14, 2020 4:53 AM SmithyGCN Asset: Nu The Nu from the Kingdom of Zeal. He was going to be an optional boss you could fight in every world wherever you could find him and he would get stronger each time he was fought. He would leave you with various good items when defeated. Idle, turn, walk, attack, hurt, talk, spell cast.
Nov 14, 2020 4:51 AM SmithyGCN Asset: Lasher & Basher Made with as few frames as possible for an RPG Maker 2003 monster animation. Looking back, I could have gone all out as I was planning them for battle animations.
Nov 14, 2020 4:50 AM SmithyGCN Asset: Blue Shield / Yodu De Sadly, the only enemy from Chrono Trigger I did for the remix. Idle, walking, appearing, throwing a stone, going back into hiding, going out from hiding, defending, hurt, knocked over, recover.
Nov 14, 2020 4:49 AM SmithyGCN Asset: Nun The nun npc from Chrono Trigger. She still does have an event where Naga-Ettes disguise themselves as her sisters. Idle, talk, walk, turn, smile (does this at conversation end).
Nov 14, 2020 4:46 AM SmithyGCN Asset: Gaspar Gaspar would have randomly appeared at the street lamp areas on either end of the multiverse map in my old game. He would have given you various Chrono Eggs he would give you instructions on how to hatch. Once you hatched them, you would receive specific items like the Angel Shield which caused holy damage on contact, blocked magic attacks, and had giant wings that helped you drift downward when in use. I don't know what story purpose he would have served, though. Idle, talk, sleep, wake up, talk to player, tipping hat (does this after done talking with you), taking hand off hat.
Nov 14, 2020 4:45 AM Gaia Asset: Sticks the Badger Sticks was playable in the two DS games as well. Her first (very small) appearance in a Sonic Boom game was Rise of Lyric as an NPC, which was the show's pilot.
Nov 14, 2020 4:42 AM SmithyGCN Asset: Frozen Flame Just some item graphics for the Frozen Flame for GND.
Nov 14, 2020 4:40 AM SmithyGCN Asset: Death This beta version probably looked better in concept than the final. Most of the pieces here are also used in the final sheet. There are a few poses and a few different scythes, but there's not much here you can use unless you expand on it.
Nov 14, 2020 4:39 AM SmithyGCN Asset: Death Not altogether pleased with this version of Death. He looks rather funky. I mostly based this on one of the old movie concepts. Idle, talk jaw (you overlay it over his body), robe eye, blink, closed, and spell cast, attack 1, attack 2, attack 3, pulling arms back into robe, Death thou shalt die!, scythe, things hanging off his hood, rings of spirits (they rotate behind him), wing, skull bullet, sickle appear, sickle (rotates), sickle destroyed, five pieces of Dracula (Death takes them from you and gains power from them so you can't destroy them to weaken Drac), death beam, black space, blood skull spirit attack (rotates outward in threes, patterned after the attack in Ecclesia), giant skull, jaw overlay, jaw, second form head, smaller second form tail segment, smallest second form tail segment, chain link 1, chain link 2, sickles for second form (they hang down and move like pendulums), more chain links for furthest sickle. The second form was like his second form in Harmony of Dissonance save for the sickles hanging down and waving like pendulums.
Nov 14, 2020 4:36 AM You Gotta be Joshing me Asset: Sticks the Badger Since Sticks has been featured in Mario & Sonic at the Rio 2016 Olympic Games and on Sonic Channel, it makes me wonder if she can be considered a game character.
Nov 14, 2020 4:31 AM SmithyGCN Asset: The Creature & Igor This was the beta version of the Creature sheet. I tried making this more like the modern movie version to the classic look he had. Unfortunately, a lot was lost in translation from that appearance to this one so I ultimately decided to scrap it. Here, you can see that he was being animated by Dark Matter, a concept I should have kept, but didn't impliment properly. There are his pieces, a chain and ball, laser base and ray, and flame trail, lightning bolts, igor - on Creature's shoulder, idle, jumping, attacking while jumping, jumping forward, attacking while jumping forward, somersault, and dagger. The rest is just random examples and other fluff.
Nov 14, 2020 4:30 AM Dolphman Asset: Sticks the Badger Huh. Didn't know there was a Sticks planned for the project
Nov 14, 2020 4:27 AM SmithyGCN Asset: The Creature The Creature was one of the last Castlevania related monsters I did for the old project. I ended up going for a more traditional appearance to the one I had made originally after the movie Frankenstein. I also dropped the idea that he was being animated by Dark Matter, something you would see on his old sheet. I wanted to do Igor as well, but I never got around to him. I tried adding as many attacks as he did throughout the series. Idle, turn, walk, throwing a potion, preparing from elbow, extending elbow gun, body and arm (separate to have the arm move freely rotating like it did in Portrait), pieces from death, bullet, potions of varying colors, potion debris, green flame (green potion), (don't remember what this was), purple shockwave (purple potion), and lightning.
Nov 14, 2020 4:22 AM SmithyGCN Asset: Zombie Another skeleton edit to look more like the zombie from the first Castlevania game. Walking, sinking into the ground, rising from ground, robe left over from being destroyed (it would burn up while hovering there), pieces from being destroyed, and flies.
Nov 14, 2020 4:21 AM SmithyGCN Asset: Stone Rose Stone Rose is an enemy appearing in Rondo (I think?) first then in Symphony. The head animation I did got a daily deviation on DA one year and I still haven't figured out why. You have head opening, chewing, idle, closing head, spitting skull, vine link, roots, skull bullet, and spores.
Nov 14, 2020 4:19 AM SmithyGCN Asset: Spectral Sword Spectral Sword is one of my most favorite enemies from the series, so I tried adding as many weapons from across the series as I could. There's the sword, afterimage, blade shield, brooch keeping the blade shield together, (I don't know which weapon this is, it just appeared in the SotN tile set), spear, hammer, broadsword, dagger, shield.
Nov 14, 2020 4:16 AM SmithyGCN Asset: Skeleton Flail This was built around Skeleton's head. Making this a rather easy sheet to make. ...no wonder it isn't that popular. Waiting for player to show up, sees player, getting up, idle, walking, attacking, torso, flail, turn, mace ball, destroyed mace, chain link.
Nov 14, 2020 4:14 AM SmithyGCN Asset: Skeleton Skeleton functions how he did MOSTLY how he did in the games. His big difference is the fact that, when he throws his head, it latches on to you and chews on you, draining HP. Idle, throw bone, walking, preparing to jump, turning, jumping, landing, idle without head, throwing skull, walking without head, preparing to jump without head, jumping without head, turning without head, jumping without head, landing without head, skull chewing, skull, bone, debris.
Nov 14, 2020 4:09 AM SmithyGCN Asset: Mothman With Moth Man, I was displeased with how he looked in Portrait and Dawn, so I decided to make him appear more like how he did in real life sightings. I made it a point to make the animation as complicated and fluid as I could. You have the assembled flying, body, eyes, arms, eyes shining to summon smaller moth men, debris pieces from death, and the mini moth man flying and appearing.
Nov 14, 2020 4:07 AM SmithyGCN Asset: Medusa Head Medusa Head. Sadly, I was too lazy at the time to create different tilts of the head as it did have in the games. Regular, Gold, and Gorgon variations.
Nov 14, 2020 4:06 AM SmithyGCN Asset: Hammer Hammer Hammer Hammer pieces remodeled after Harmony of Dissonance. He behaves exactly as how he does in that game.
Nov 14, 2020 4:05 AM SmithyGCN Asset: Frozen Shade The Frozen Shade is a simple monster I tried giving as many animations as I could think. Sadly, I couldn't think of much... then I remembered she has a snowflake effect in Portrait of Ruin. Idle, turn, attacking, hurt/die, icicle, sleet. The three stand alones are beta sprites.
Nov 14, 2020 4:03 AM SmithyGCN Asset: Fleaman Flea Man! Idle, jumping up, jumping forward, and landing.
Nov 14, 2020 4:03 AM SmithyGCN Asset: Bat This bat parrots how it acts in all Castlevania games. Flying, resting, and leaving the ceiling to fly.
Nov 14, 2020 4:02 AM SmithyGCN Asset: Priest and Ferryman The ferryman and the priest. Not much to say here other than I wanted the ferryman to reflect more on the Symphony and Rondo version. The ferryman has idle, looking up, talking, looking down, readying to paddle, without his paddle, rowing, idle oar, readying oar, rowing oar, wave outside the boat, boat, the priest has idle, talking, opening his Bible, reading his Bible, and turning.
Nov 14, 2020 3:59 AM SmithyGCN Asset: Crystal Tradesman This tradesman comes in the many colors he had in Simon's Quest. He just has walking, talking, and turning. He had the same function he did in the NES game.
Nov 14, 2020 3:57 AM SmithyGCN Asset: Bob's House One of the last things I did for the 2 Souls' Tale game. We have his exterior home and then the inside which my brother Merl!n the Magical Clown called "Bob celebrating autism awareness month/week". I tried including as many furniture items he typically has about his house. I find it hilarious that for such a lazy villager, Bob has a bicycle in his house.
Nov 14, 2020 3:53 AM SmithyGCN Asset: Isabelle This is an anthroized Isabelle for the old 2 Souls' Tale project. She was meant to introduce you into the hidden Animal Forest in the Mushroom Kingdom found behind a waterfall in Star Hill. So you have her idle, talking, looking at her clipboard, turning a page on her clipboard, talking while looking at her clipboard, walking, turning, laughing, sitting behind her desk, talking behind her desk, looking at at something on her desk.
Nov 14, 2020 3:49 AM SmithyGCN Asset: Phoenix Wright This is a collage of various unfinished animations for Phoenix Wright. He was originally going to be your lawyer in the "hero is framed for a murder" scenario that you would take part in while the heroine went with Ayumi Tachibana to find the real culprit and the perspective would shift at different points during that quest. The various animations include: the OBJECTION sign, after image of said sign, idle, an unfinished pose, a sprite of the heroine I forgot to remove, a bad attempt at a walking animation (makes him look like he's gliding along while waggling his feet - this was before I learned how to make a proper walk), a talk, (the yellow guy to the far left is a sprite of a male Faxanadu npc), talking with hands in his pockets, arm overlays, pointing animation, shocked animation, get up off the ground, reading evidence, shaking his head, his desk, skidding sparks (you'll see why in a little bit), looking behind him, desk after images (again - you'll see why), Pheonix at his desk, summoning effects, looking behind him with his coat off, various desk and Phoenix appearing sprites. He was also meant to join you as an assist summon where he would teleport in with his desk skidding on the ground, pointing into the sky and shouting OBJECTION! to stun and damage all enemies on screen before disappearing.
Nov 14, 2020 3:41 AM SmithyGCN Asset: Trick Trick was also one of my favorites and I was planning on making his color swaps with some variation with the blue one (forget its name) having a crown sitting on its fingers to show how special he was. So, you have his box (which he starts the battle in), box shaking (used at battle start also), erupting from his box, idle, hurt, defend, knocked over, recover, walking (an amusing one I came up with), finger gun that actually fires bullets! (I forgot to make them), and an attack. My one regret here is that the side the thumb is on isn't consistent with the idle animation.
Nov 14, 2020 3:37 AM SmithyGCN Asset: Reaper The Reaper was one of the most fascinating enemies of the 7th Saga so I went to work tackling this challenge. I wanted to make a good sprite set that would be good enough to be used in a Tales of style battle system. You have an idle (which still looks cool which I think I did rather well), defend, hurt, knocked over (which he looks like a tendrilled beanbag but works for the character), recover, an attack, a unique spell casting (which I could have added the slime inside to wiggle from physics), sinking into the ground, shadow for moving beneath the surface, and then blasting out of the ground.
Nov 14, 2020 3:32 AM SmithyGCN Asset: Ghoul Ghoul was the second I did. Not much I can say other than I liked his design from the original game and wanted to do it justice. I intended on doing a lot of monsters from this game, though, I never got around to it. You have idle, defend, hurt (I wanted to make a shadow splatter with his heart exposed to show you knocked the stuffing out of him), knocked over (this could have been done better as his bottom half looks cut off), recover (something I forgot to give F. Witch - these poses are the poses used after being knocked down to go back into the idle animation), spell casting, disappear into the ground, the shadow on the ground while he moves beneath the surface, and springing up underneath you to hurt you. The last animation could have been done better I admit.
Nov 14, 2020 3:28 AM SmithyGCN Asset: F. Witch F. Witch was the first GND Remix sheet I did after stopping the 2 Souls' Tale game project. The animations are idle, moving (more like floating as it has no feet), casting a spell, defense, hurt, knocked over (though it looks more like it's broken), and a faceless sprite I forget what I had planned for.
Nov 14, 2020 3:27 AM NMarioMaster7 Asset: Lemmy LOL!!!
Nov 14, 2020 3:24 AM JacobTheSpriter Game: WarioWare Gold Wheres that SMB3 minigame where you balance Mario and Luigi? That microgame includes the first Super death pose Nintendo has made in an old-school Mario game style.
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