That's for large enemies mostly, small enemies usually use the white just on the lightest part. The white touches directly the darkest one, but leaves at least 1 pixel between the normal color and the lightest one. This style uses mostly an "all around" shading that almost takes the shape of the outlines, starting from the darkest one, and then, once you're done with that, you add a last white shade ON the "normal color" shade. Look at the dinosaur foot under the snail, that one is a good example. Mostly, when we edit them, we literally *delete* all the colors from the sprites, all the NES shades, and start over from scratch using the Wily Wars shading style and color palette, while watching the official artwork. These sprites, in most of them, the only thing remaining from the 8-bits ones are the outlines. Look at this image comparing a few of the sprites: Let me explain you the Wily Wars shading style. I've dealt with this "its just NES recolors" stuff before, so I even have a sprite sheet showing the differences between them I've used in our own forums a couple times too.
MEGAMAN SPRITE GAME SPRITESHEETS HOW TO
So I'm not sure how to deal with this one. (02-06-2010, 05:39 AM)GrooveMan.exe Wrote: Some of these look pretty good~ Others have rather pillowed shading, and it's vaguely obvious that the majority have been recoloured from the 8-bit incarnations with no other changes. just organization, but who knows)Ībout the credits, the other forumers are glad of sharing their sprites here too. I felt it was better to separate them by author, but keeping them in the same sheet so people can browse them by game, I don't think it wouldn't bother anyone if I do it that way, the sprites are there anyway. (oh on a side note, the icons., I still have to see how to make them, and think for a name for these, I guess Mega Man # 16-bits works?, also, tell me if I have to edit anything on the sprite sheets, like the credits, room, etc. We tried to contact them dozens of times, but their site is all in japanese and we just couldn't do it, even with translators we couldn't find a single e-mail address we have been using these edited sprites since then, they are so highly edited the only thing remaining from the originals are the outlines, or not even that, so, as a spriter, I wouldn't call that "stealing" this game is quite popular and I think they didn't mind about sharing them, so I'm posting our custom works here too. A few of the sprites in these sheets are custom made by us, but most of them were edited from the 8-bits sprites made by that community. So, there were these other fan games, Rockman7 and Rockman8 FC, 8-bits remakes. The Megaman 7 and Megaman 8 sprites, why are we remaking those if the originals already were 16-bits? Because the original games' sprites had a bigger scale. I am a newb in these forums, so I don't know much about how this is done or much about the rules, but I'd like to point a few notes on these works:
MEGAMAN SPRITE GAME SPRITESHEETS UPDATE
More sprites are going to be added most likely, but they won't have a big update in a while, and here they are: The sprite sheets are ordered by game, and the credits are in each sheet too. I have gathered all my and my friends' works in a few sprite sheets, even that took a while since we had so many spreaded all over our forums, and this is what I want to submit. Our sprites were reshaded with the Wily Wars style and colors, they have been revised multiple times to get the highest quality possible, using the correct form of shading, color palette and putting in as many details as we could after viewing the official artwork of every single enemy and Robot Master from the Megaman series. We have worked for so much time, a lot, the game isn't close to completion yet, but we have gathered many custom works that we'd like to submit to known sprite sites like this one. One of the game's worlds is based on the Megaman franchise we decided to use the 16-bits style from the Genesis game The Wily Wars, but that game only had artwork from Megaman's first 3 games, so, a lot of work was needed to get elements from the rest of the Classic Megaman Era games to the 16-bits style. I'm a spriter, and a game like this needs TONS of custom made sprites. Perhaps some of you already know the game, if you don't and you're interested, visit us at if you want to know about the game, here there are 3 quick videos: Hello, hmm I don't know how to introduce myself, well, I'm part of the community developing the fan game "Mushroom Kingdom Fusion", a huge crossover game of epic proportions featuring playable characters from many of our loved old school characters, like Mario, Luigi, Sonic, Tails, Simon Belmont, Ryu Hayabusa, Link, Kirby, Samus, Protoman, etc., playing through custom made levels based on their own franchises, and others such as Doom, Halo, Contra, Metal Slug, etc.