

The bigger eyes just look odd).įollow Chris' example and try to avoid the smudged look in order to present better readability. Anyways, I suggest you tone down the saturation on the colors, it's nearly eye searing, and make everyone's eyes just simple with black slim pupils instead of colored ones that look over detailed in the small space you have (Peach was hurt mostly by this. The game could hardly handle 6 racers with AI on the mode 7 field, hence the 2-obstacles-on-the-track rule (throw another banana, and the one in front of you just disappears) correct me if I'm wrong. What's hilarious, yet creepy is that your Peach edit was looking just like mine aodsfonfodg Like they're seriously the same. I'm glad to see you liked the style so much to give it a try.

I'll use your tips though to begin a borderline between your edit and the original sprite. I really like your edits, but as for Wario.idk. It really helps me to understand how to improve my work for future sprites. o.o Like always, I appreciate your highly detailed C+C. (07-02-2012, 09:21 AM)Chris2Balls Wrote: I like these sprites! I'm really looking forward to seeing them animated.Įdit: I forgot to mention that I liked these so much I made a DK Junior sprite in the style! Oh no, this definitely helps out a lot.

I hope this helps and that it's not too misleading.Įdit: I forgot to mention that I liked these so much I made a DK Junior sprite in the style! That's why I'd suggest you to think less of buffering and more of what the clusters are, as in what they represent in your sprite. My sample has less banding, because the shading does not revolve around one cluster, but instead the clusters tend to be pieces of the face. The blue strips connect the contrasting blocks.Ī notable difference is that your sample has one major cluster, with banding on its edges: this means it has consecutive bands of contrast. There are some areas with insufficient contrast that become larger pixel clusters, which is why I haven't put arrows between them.įigure three shows the pixel clusters that can be distinguished from each other. My edit is more fragmented, highlighting specific parts of the muzzle to give an impression of depth, which is emphasised with contrast.įigure two illustrates how our eye goes through parts of the sprite, and how clusters put less strain on the eye because it doesn't have to wander as much. It is the largest cluster on your sprite, and it flattens the impression of depth on Bowser's face. In figure one, I compare the muzzle cluster. The solution to making your sprites more readable is simple: first, creating larger clusters, then contrasting them. I do think that you could improve your pixel clusters for Wario and Bowser though, because there's a lot of banding and issues with readability. I like these sprites! I'm really looking forward to seeing them animated.
