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  #31  
Old 06-16-2010, 10:15 PM
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I watched my roommate play through the SNES Aladdin a couple months ago, and it was really a joy to watch. I noticed how wonderful the Abu animations were. I love games that add character to their world with little background details like that. It's how they really come alive.
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  #32  
Old 06-16-2010, 11:05 PM
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I played it yesterday, and of course got a rom that bugged the first boss with invincibility.
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  #33  
Old 06-17-2010, 01:51 PM
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[/center]

That's great.
I concur!
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  #34  
Old 10-22-2010, 12:30 AM
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Lady was shocked and disappointed to learn that Hiryu's futuristic ninja glider only has one frame to it. It's understandable, since you only see it for a bit at the very beginning of the game, but she couldn't help but ask me to do something about it.

So I did.


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  #35  
Old 10-22-2010, 07:00 AM
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it's exactly what I had in mind <3
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  #36  
Old 10-22-2010, 09:34 AM
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Now I really want to see that sequence end with his toupee ripping off and blowing away in the wind.
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  #37  
Old 10-22-2010, 10:22 AM
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You're awful.
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  #38  
Old 10-22-2010, 10:23 AM
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I love that there's apparently an oil lantern hanging off the front of his super high-tech probably carbon composite glider. Never really noticed that before.
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  #39  
Old 10-22-2010, 10:32 AM
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So if I date Kishi will he make me animated gifs? Because if thats what it takes by Wotan I'll do it! Damn my wife and heterosexuality!

=P
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  #40  
Old 10-22-2010, 01:29 PM
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Can your snes do this?


Can your snes do that?


Can your snes pull this


out their little hat?
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  #41  
Old 10-22-2010, 03:50 PM
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The way SNES is capitalized there, I thought it was an excerpt from a Dr. Seuss book. The Star-Bellied Snes or something.
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  #42  
Old 10-22-2010, 05:59 PM
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My attempt:
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  #43  
Old 10-22-2010, 06:03 PM
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Any chance of one of you gif wizards putting together a little primer on how to do this?

or pointing to an existing one on the web?
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  #44  
Old 10-22-2010, 06:08 PM
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Quote:
Originally Posted by Kishi View Post
You're awful.
No, that toupee is awful.

But seriously though that's pretty cool.
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  #45  
Old 10-22-2010, 06:20 PM
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I, personally:

1. Took a picture of each frame using an emulator with layer disabling and frame advance (in this case, FCEUX*).
2. Opened the images using GIMP's "Open as layers" option.
3. Changed the background color of each layer to transparency
-- Layer > Transparency > Add Alpha Channel
-- Select > By Color (or just Shift+O)
-- Click on the background color
-- Delete
4. Cropped the image with the cropping tool
5. Saved the image as a .GIF, with the option that says something like "Save each layer as a frame".

I'm sure Kishi does it differently (better).

Also:

*I solved the "black on black" problem by fiddling with the "gNoBGFillColor" option in the config file.
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  #46  
Old 10-22-2010, 06:35 PM
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Quote:
Originally Posted by RT-55J View Post
*I solved the "black on black" problem by fiddling with the "gNoBGFillColor" option in the config file.
I'd weep with joy if every emulator had a fix for that issue.
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  #47  
Old 10-22-2010, 07:38 PM
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They're far from complete but I have a lot of luck looking at http://www.spriters-resource.com/
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  #48  
Old 10-22-2010, 08:39 PM
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Kishi's method actually involves a piece of fine paper, a box of pigments, and a brush. He must mix every color precisely as it appears, and then painstakingly draw every pixel. It's beautiful. He's beautiful.
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  #49  
Old 10-23-2010, 11:36 AM
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And the animation you see is Kishi personally flipping through a tiny sketchbook in front of a live webcam, twenty-four hours a day. He is a very dedicated giffer.
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  #50  
Old 10-23-2010, 11:53 AM
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I came across this on my hard drive, not a videogame but it is the only gif I've ever made. It's the actors who play Tsukasa and Yusuke in Kamen Rider Decade during some down time.

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  #51  
Old 10-25-2010, 12:00 PM
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Round and round it goes; when it stops nobody knows.



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  #52  
Old 11-08-2010, 01:13 AM
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Hey, Demon's Crest!









As you'll know if you've played the game and/or read the article, much of the game revolves around exploring the demon realm to uncover new forms, which then provide Firebrand with abilities to explore yet more of the realm, and so on. The exception is the Legendary Gargoyle, which is basically just a souped-up re-skin of Firebrand's default form. (There's also the Ultimate Gargoyle, which has the abilities of all the forms and is essentially exclusive to the final secret super-boss fight. It's not pictured here since it's just a purple palette-swap of the Legendary Gargoyle.)






Notice that Firebrand's different forms have subtly different death animations; particularly, the Ground Gargoyle turns to soil, and the Tidal Gargoyle goes to bubbles like a Final Fantasy mermaid.
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  #53  
Old 11-08-2010, 01:14 AM
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Three of the five crests that enable Firebrand to transform are earned from scuffles with Arma, your requisite Rival character. For your final showdown, he upgrades to some spiky shoulders in addition to the customary palette-swap. What a guy.






Somulo, the giant undead dragon, makes for a very memorable opening to the game. His legs do most of the actual animating, but the fine detail of his rotting bulk more than justifies it. There's also an art to animating only certain body parts without making the whole character seem disjointed; the simple rise and fall of his body implies some kind of motion, and his legs are drawn to appear to extend convincingly from his body.
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  #54  
Old 11-08-2010, 04:37 AM
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Every week, I hold the faintest hope that Demons Crest gets a VC re-release.

And every week I am disappointed.
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  #55  
Old 11-08-2010, 07:09 AM
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Quote:
Originally Posted by Kishi View Post
I always thought that Firebrand needing to pump his guns to fly made sense.
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  #56  
Old 11-08-2010, 08:58 AM
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Kishi, can you make some Gifs of the fantastic handrawn illustrations that demonstrate the moves and abilities in Castlevania: Lords of Shadow?
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  #57  
Old 11-08-2010, 10:11 AM
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Quote:
Originally Posted by Kishi View Post



Somulo, the giant undead dragon, makes for a very memorable opening to the game. His legs do most of the actual animating, but the fine detail of his rotting bulk more than justifies it. There's also an art to animating only certain body parts without making the whole character seem disjointed; the simple rise and fall of his body implies some kind of motion, and his legs are drawn to appear to extend convincingly from his body.
I'm always happy when game artists make that extra effort, instead of just making the limbs a sequence of spinning orbs (like any long-limbed boss in SNES Konami games, particularly in Contra and Axelay.) Is Somulo's body a background layer or a huge foreground sprite?
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  #58  
Old 11-08-2010, 10:48 AM
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Quote:
Originally Posted by Octopus Prime View Post
Every week, I hold the faintest hope that Demons Crest gets a VC re-release.

And every week I am disappointed.
I have my fingers crossed that they're waiting for 3DS so they can release Gargoyle's Quest first, then post GQII and Demon's Crest on VC afterwards.
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  #59  
Old 11-08-2010, 12:02 PM
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Oh, you foolish dreamers.
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  #60  
Old 11-15-2010, 11:18 PM
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J and Monda recently beat Castlevania: Aria of Sorrow, so I can't resist gushing about one of my all-time favorite sprites.

The GBA's screen resolution was too small for graphics drawn on the same scale as Rondo of Blood and Symphony of the Night, but perhaps for that very reason, Konami was at least able to draw sprites with a proportional level of detail—which is still preferable to the sprites in Dawn, Portrait, and Order, which are full-scale but generally lacking in terms of composition and animation.

Of all the GBA games, Aria is certainly the most consistently comely, and its finest example is the second form of the would-be final boss, Graham Jones. Befitting a guy just dying to be Dracula, Graham is directly patterned after the Count's final form from Symphony of the Night: seated comfortably in the center of a fleshy throne bearing two grasping hands and a pair of enormous wings, imposing in that he doesn't actually lift a finger himself. But Graham factors in a unique motif: as a religious fanatic, his form is decidedly more angelic, with feathery wings and a golden halo overhead.






But he gets even better—especially for the fact that it's hard to even discern the crucial details on a little side-lit GBA screen. When you first fight him, you likely won't see anything more than a bobbing heap of twisted monstrosity. Take a closer look, though, and you'll find the truth is even more grotesque—if not beautiful, in fact, in its own macabre way.






Rather than a living throne, Graham is half-submerged in an oversize heart shared between two angelic figures. These twins are conjoined by entrails hanging in full view, pulsating rhythmically, out of levitating, half-formed torsos. Locked in profile, their pale tresses form the illusion of Graham's "wings," and his halo links them at the top, looping clear through their bloodied eye sockets.

It's awful, and troubling, and completely captivating in its unbound creativity and skillful presentation. Forget the series; video games on the whole need more designs of this caliber.
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game art , go home you're drunk , in the original japanese , madmachine is a pervert , ohgodmybrowserisdying , pixel art , popitlikeitshot.gif , sprite art , thx kish

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