#redesign spritesheet
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goobergame · 11 months ago
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Sprite Redesign !!
I've given Null a fresh coat of paint on their animation spritesheets :]
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old vs new sprites :] I've slowed them down a little and added a few fun small details !!!! looks a lot less like a first draft goober now !!!
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deepseaspriteblog · 2 years ago
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!!!This is a Commission!!!
Spritesheet commissions for @bvzz3d ! Both of their characters, but I was asked to redesign the second one. Honestly, I think OC redesigns are my favorite kind of commission to do. It's very fun.
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danny-is-a-cookie · 2 years ago
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Misc. Post: Techno Man and How Far I've Gone
Start here ^^^ for context.
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Today I'd like to make mention that exactly eight years ago, I "created" the first Techno Man sprite. This Mega Man recolor had his own share of redesigns, up until I drafted the first original Techno Man sprite, leading up to the current design of Xenon Trooper Xerxes.
I appreciate that if it wasn't for him, I wouldn't have taken it this far and improved as much as I have.
Just look at the progression of his design, from 2015 to 2022:
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But I still hate everything about him. He's reminiscent of past years where I was careless, egocentric and unwilling to improve. Nowadays, I like to think I'm not as terrible of a person. In a way, I guess you could say Xerxes helped me grow just as he grew with me.
To Techno Man: You're a piece of crap, you suck, happy eighth birthday you literal piece of trash.
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imaginary-regret-608 · 4 days ago
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For the next reblog, I've decided to combine two sections into one because of how both of them share Fawnne as a consistent character between them, including her own remade Character Reference Sheet to go along with an original made for Marrteir's Redesign!
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(NEW VERSION (May 22nd, 2025))
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(OLD VERSION (July 15th, 2024, Made for Artfight))
Because of Fawnne also being drawn and shown here so frequently, it meant that she's been drawn with some of the most variety in poses and situations yet, which is what I'm showing in SwilTaett's first ever Spritesheet (as well as also referencing the Concept Art below, visualised SwilTaett Script scenes and even going as far back as March 23rd of 2024 with Stumpy and Fawnne's Design Reveals)!
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The SwilTaett 2nd Anniversary NEWSLETTER Archive begins here!
I don't know whether it'll be many small posts or a series of reblogs, but the first are the CENSORED Versions of the Main Bosses and Handymen Overworld Sprites!
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No peeking! You'll hurt your eyes!
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eiyuuou · 2 years ago
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I can’t think of text to add so you’re free to imagine what he’s saying
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the-soul-intersection · 2 years ago
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Vermillion Crystals - Kris and Queen (Update!)
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I've been incredibly busy in my own life, so progress has been slow with the reboot (If it can even be called that), but, I have at least something!
First up, a redraw of Vermillion Kris. I decided I should make my own sprites for the sake of convenience and consistency. It'll be easier to make poses for Kris when I don't have to edit 99% of their spritesheet, also I wanted to match them with the way I stylized the Undertale human sprites. I also slightly redesigned them, changing their color palette to incorporate the darkened armor from their Demon design, featured in my last post about the future direction of the AU. I will not be updating the thumbnails for previous songs, as they are all now non-canon. New and more unique versions of what I've showed off will come in the future.
Onto something with a bit more substance, Queen! Building off of my ideas from the last post, she has a new design for her debut in Chapter 2! The idea is that, when she got overthrown and kicked out of her Mansion (which is now gonna be a Hotel/Casino, thanks to Spamton), she also got kicked out of her body! Which leaves her to have to built a new body with the scrap she finds around the Cyber Field (made possible with the help of Swatch and his Swatchlings). This DIY body (resulting in her final name being Q5U4EX7YY2E9N-DIY, or just Queen-DIY) was made to emulate her original look, but significantly stunted due to limited supplies. Thankfully, Sweet Cap'n Cakes left a lot of junk behind when they moved into Spamton's Hotel!
The design is loosely inspired by P03 from Inscryption, as seen by the claw and crank. I would provide the design of P03, but the nature of its physical appearances in the game are heavy spoilers, so proceed with caution.
But anyways, I also have a concept for the current state of the Cyber City! Thanks to Spamton bringing in so many viruses, the city had to have a Firewall installed in order to combat it. This prevents people from getting both out and in (although there's not much left in the Field at this point other than the people Spamton wants to keep out, so not much is lost by everyone being locked in), so it's impossible to get in, right?
Wrong!
Thanks to the exaggeration and expansion of things between the Light World and Dark World, the Firewall is a literal Fire Wall. Noelle joins the team much earlier (tagging in and out with Ralsei in combat) and helps the Fun Gang break into the city. The main track for the city is called "WELCOME TO THE [FireWall]!" and is actually complete! I want to wait a bit more for the au to have a substantial amount of content before I release any new tracks though.
And that's all for this update! I hope you enjoyed, and as always, Welcome to the SOUL Intersection.
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vanherst · 4 years ago
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Vher98 Update 5
I know it's only been a couple of weeks since the last blog post about my recent updates towards developing Vher98, but trust me it's for a good reason, I'll split it up into chapters to sorta give a bit more of an explination towards developments and get a bit more in depth about it for once.
Display properties.
This has been delayed for SO long, and finally I've gotten around to doing it. Finishing the display properties menu. The display properties has been the bane of my existance about this website but yet my best feature, just from the schemes feature alone. But this week I have a new addition, and that is to say I now have desktop icon schemes! Inwhich, allows you to change the desktop icons based on preselected spritesheets (Which you can also change by the command prompt!).
At the moment there are 6 presetswhich you can select, I recently did a massive sprite redesign for desktop icons based on my new character, Petra! But that's for a future update, for now I've set the default spritesheet and included all of the old ones, which you can select from, alongside being able preview them at a smaller resolution to be compatiable with the display properties window.
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I've also added a few other settings which you can see previews of, not all of which are programmed yet, so at a future date I'll either change them around or program them. But for now, I've added the ability to change desktop icon sizes to a more native modern scale, but leaving the default setting as the classic windows 98 recreation.
I've also added additional wallpapers, only accessable through the effects tab and "CSGO MODE" which was featured in the background of the preview blog post, which recreates the settings for my counterstrike mainmenu, along with adjusting the desktop icons and wallpaper to fit.
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As previewed above, designed to be a slight nod to my recent "Neon Genesis Evanjollion" video, featured on my youtube channel. I've recorded and animated my counterstrike character with loopable animations which play continuously in the background.
Now, I know this is a lot of text for what seemingly is a minor update, but the main reason I was able to design the latest additions to the effects tab was because of the recent massive rewrite I've had to do in order to fix a bunch of problems I was coming across, one of which being how unoptimised themes were reletively.
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Left: new code which include schemes selection and the new effects menu toggles. Right: old code, only including schemes selection.
This entire re-write revolves around basically storing arrays of data rather than manually switching values of variables, along with tons of adjustments to unneeded variables and how theme data is required to be stored, as CSMODE needs to store the theme data to be able to toggle from the data needed to switch from the current scheme to CSGO mode.
I cannot understate howmuch of a rewrite this is, and as much as I would like to say "I really don't get why I ever did it otherwise", I would be lying. But this is a super incredable optimisation and looking at this comparritively makes me super pleased with how far i've come from knowing nothing about HTML/JS to this. Jquery is a godsend.
Start Menu
On my newly found optimisation craze, I've also done tons of rewriting to the startmenu, another long overdue reform. Even though I've recently done a rewrite on this thing, I knew there was still tons of improvements with my new knowledge of jquery.
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Top image: old code in Javascript Bottom image: new code in Jquery
I've also put aside a few hours of time to dedicate creating new assets for the start menu. It became REALLY hard to find a nice and consistant style which windows 98 used, but it was really hard to find sources of any of the original assets but also have the levels of details I knew windows 98 for, especially when tons of the assets from windows 98 came from windows 95, which still relied on 8 bit colour in some instances.
So I did a bunch of digging and found the assets Windows 98 used at the end of it's lifespan and modified them a bunch to put into Vher98, giving my own personal touch and hopefully to keep the art direction of icons a bit more consistant and unique to look at and use.
Task management
Alright, last big one. Task management. Another long overdue reform was needed for this thing. Prior to this month, tasks relied on whatever manual order I decide to create the task and assign a number to, the number will dedicate placement on the taskbar depending on which value was the highest.
So for example, the Display Properties will ALWAYS be the third task on the taskbar if you was to open everything up, simply because I didn't know how to calculate the placement prior to designing tons of assets. Especially when the original conception of the site RELIED on myself manually creating the visual look of the taskbar as the entire site was designed based on images. From windows, taskbar to the starrtmenu. It was awfully inefficent.
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Top image: Example of windows being opened from oldest (left) to newest (right). Bottom image: The new optimised and redesigned code for calculating taskbar placement and task assignment.
Anyway, that being said I now have automated calculation for taskbar task placement. If you open a task, it will open and remain in the order of the task being ordered. Writing this makes me have a smug little grin on my face just from how happy I am I was even able to get this to work properly, and it's only a few lines of math to even get the result I have.
Conclusion
There's tons of other stuff I wish to go on about, but that's why I have patchnotes. if you wish to read them, you can check them out on my github, or in the Startmenu of Vher98.
There's a few bugs I need to get around to fixing, but I've invested a few hundred hours into this thing over the past month alone and I really should take a break to get onto other projects I wish to get around to completing.
I recently started developing a mod for Terraria and some drawings I want to get around to finishing sooner or later. But, the most important thing I REALLY need to get around to is branding. Over the past month or two I've been growing more and more displeased with how I present myself and the fact I have stagnated a bit within the realms of my carear and I need to get around to sorting these personal matters sooner rather than later.
I'll be back with a couple of projects. It might take a while but I promise it's for a good cause.
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zed-the-buggy · 3 years ago
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Ik this isn't really the point probably but
slides the lore archive doc over the table
i don't even remember Where i found this so idk if this is super obscure now or like yeah no duh
smiles nervously as I realize the Calamity wiki no longer has any lore entries
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luparaneo · 4 years ago
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Hailfire progress + thoughts
Because I hate myself, she’s also getting a backview (wip):
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I got to show off her old design and someone said they liked both, but that the original was better because of the details and I feel that! I liked the original Hailfire but at some point I felt her designs weren’t meshing well as a MMX character. Or at least, not the type of MMX character I wanted her to be.
Word vomit from an amateur under the cut:
So in redesigning her I noticed two things about canon MMX characters: there are simple designs and complex ones. Characters that are meant to be “good” tend to fall into the simple category, and characters that are “bad” or are Maverick tend to have lots of small extra details in comparison (though tbh it gets fuzzy for certain characters).
We don’t see too many friendly non-human reploids in canon who stay that way and don’t eventually go Maverick (Prof. Gaudile, anyone else??) so unfortunately I have to blaze my own trail with Hailfire. But in looking at her old design something about it didn’t scream “I’m a Maverick Hunter!” with all the details and the jagged parts. It really didn’t mesh well with her personality either, which right now is nine feet of dragon-shaped labrador retriever.
I also wanted her to look more in-line with female reploids so that meant breaking my cardinal rule of “no tits on non-mammals”, but only as far as uniboob. All hail the uniboob! (Animal reploid designers are probably huge furries anyway) Female reploids also usually have round shoulders with minimal padding and HAIR! Hair is probably the biggest thing I felt she was missing even back then so I’m glad she’s rocking a punkass hairdo now.
But my ultimate motive with her redesign to something simpler is: I really, really want to get back into spriting and that old design would probably have gotten muddied as fuck if I wanted to scale it down to X3 or X6 styles. I think it would be really fun to give her a spritesheet and maybe even make a mini-fangame with her and Zwei.
Who’s Zwei? Well, he’s a post for another day! Toodles~
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veggievampire · 7 years ago
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Well ran into a wall. Need to redesign to use a #spritesheet https://ift.tt/2JGijpL
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How to reskin Buildbox or Texture Packer Spritesheet with Spritesheet Extractor   This video will show you how to reskin a spritesheet easily using our "Sprite sheet Extractor for Buildbox and Texture packer" software. This video show our latest features to edit single sprites at a time as well as bulk editing of sprites. 
Download link 1 : http://store.bluegamerzstudio.com/downloads/spritesheet-plist-editor-for-texture-packer/ This video shows the latest features to edit single sprites at a time as well as bulk editing of sprites. Do like this video, share and subscribe to get discounts. For further information contact us at http://store.bluegamerzstudio.com/
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TexturePacker : Excellent tool for creating sprite sheet and makes game developer’s life EASY !!
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Sprite sheet TexturePacker Life SAVIOR !!
TexturePacker is an excellent tool for creating or making sprite sheets. It also has a command line version, which works wonderfully with batch processing and integration with Xcode.
When creating 2D games, it’s essential to combine or group up sprites into one large image called sprite sheet or sheets, to get the best performance for games & to improve the load-time.
Wonders of TexturePacker
Supports multiple screen resolutions
It will automatically downscale sprite or sprites for all devices.
Create high-resolution images, scales images, publishes for all devices with a single click.
Reduces runtime memory consumption in huge amount.
It packs multiple sprite sheets at once.
Distribute sprites across multiple sheets.
Sort sprites to multiple texture atlases.
It reduces memory consumption, not image quality.
TexturePacker can directly import file from .psd , .png, .swf, .jpg, .tga, .tiff, .bmp verious extensions.
Content Protection for Cocos2D. Works With Any Game Engine like Unity, Coscos2D-X, Coscos2D, Starling, SpriteKit, Sparrow, Moai, MelonJS, Monogame etc,Security.  It makes the data difficult to decryptTrimming/Cropping  It removes transparent pixels from border of the sprite.Rendering is faster.It removes transparent pixels from border of the sprite. checkout our software to extract texturepacker game spritesheet or edit textute packer spritesheet or redesign texture packer spritesheet https://store.bluegamerzstudio.com/downloads/spritesheet-plist-editor-for-texture-packer/ OR https://store.bluegamerzstudio.com/downloads/spooky-spritesheet-extractor-and-merger/
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