I am happy with the result and his return in KOF XV. I hope you like it as much as me.
It's the first time I've drawn him in years, so I've gotten a bit out of practice, but I still feel like I was able to reflect his whimsical sense. He is one of the characters I like the most in this saga, so I will probably bring more content from him.
On the 22nd of November, twelve years ago, "The King of Fighters XIII" was released in North America for the Xbox 360 and PlayStation 3. I forgot to post on the actual day of the anniversary because I thought it would have released in Japan first (1st of December) but I just realised the North American and European releases came before it 😭
"The King of Fighters XIII" is a 2D fighting game that features a diverse roster of characters from various SNK franchises. Released in 2010, it's known for its intricate gameplay mechanics, beautiful hand-drawn sprites, and deep combo system. The game emphasizes team-based battles and strategic gameplay, offering a satisfying experience for both casual and competitive fighting game enthusiasts.
A port for the PS4 and Switch is currently out if you've never played the game but want to check it out 😁
[The King of Fighters XIII & Skullgirls] Alternate Costumes / Color Separation
One of the interesting aspects of HD fighting game sprites is the ability to recolor characters in more dynamic ways for their alternate costumes/palettes. In the past, games had restrictive color counts because of technical limitations, so that meant a character’s alternate palettes could only use the same number of colors as their default look.
No longer weighed down by such restrictions, hard drawn 2D fighting games like The King of Fighters XIII and Skullgirls could change up how their alternate palettes were handled.
Skullgirl's Brian Jun explains the process behind creating these complex alternate costumes over on their official website, if you'd like to learn more. I have to imagine that KOF XIII's designers utilized a similar process of their alternate costumes.
The first time I ever noticed this sort of technique being used was in the Street Fighter III: New Generation. Unlike his default outfit, some of Sean’s alternate costumes have pants that’re differently colored from his tops. Oddly enough, none of the other characters in the Street Fighter III series receive alternate palettes utilizing color separation.
This design technique appears to be pretty popular within the M.U.G.E.N. community and I’m almost positive that they’re responsible for coming up with the term “color separation”.
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Sources:
Fighter Factory Studio (PC) color separation tutorial (website: Mugen Fighters Guild) (thread: Quick & Easy -Color Separation Tutorial by Infinite Daze)
The King of Fighters XIII (PC) Background sprite rips (website: Spriter's Resource) (section: King of Fighters XIII [PC], victory backgrounds by supermashball)
The King of Fighters XIII (PS3) character costume sprites (website: Logical Bends) (section: KOF XIII Palettes)
Skullgirls (PC, PS3, X360) Parasoul color separation tutorial (website: Skullgirls Official Website) (page: A Rather Refined Palette)
Street Fighter III: Third Strike (Arcade) Sean & bonus background stage sprites (website: Just No Point) (section: Street Fighter III Sprite Database)
It was fast but I liked the result, this time I decided to use his original outfit, I haven't tried it in a long time. What do you think? Should I color it or go digital?