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  #151    
Old September 23rd, 2009 (4:49 PM). Edited September 24th, 2009 by The Smell.
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    OK, so I did a trace-over trainer. I used this anime art here:

    Spoiler:


    And came up with this:

    What can I improve?
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      #152    
    Old September 24th, 2009 (2:35 PM).
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    Rawr! I'm back, baby!
       
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      when is the next update coming?
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        #153    
      Old September 24th, 2009 (2:46 PM).
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      Chesu Chesu is offline
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        The next update? Well, that's going to be... ahaha... Well, you see...

        Quote:
        Originally Posted by The Smell View Post
        What can I improve?
        My, a convenient distraction! Wait, didn't that post used to be about the fusion/recolor topic? Well, anyway. The Smell, you could touch up the outline a little, maybe add a bit of shading if you want... The face looks a little off, you should work on that too.

        Oh, and shortdan, your signature is about three times larger than the maximum allowed size, you should do something about that before a mod gets to it.
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          #154    
        Old September 26th, 2009 (2:23 AM).
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          Haha, yes it was. Anyway, this is a trainer I made by throwing together different parts of trainers and editing them. What can I improve?

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            #155    
          Old September 26th, 2009 (7:01 AM).
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          Chesu Chesu is offline
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            The torso is kind of boring.. maybe add a design or the shirt or something? The legs also seem a bit short. You'll get more help if you post in one of the large stickied threads.
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              #156    
            Old September 26th, 2009 (4:43 PM). Edited September 30th, 2009 by The Smell.
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            The Smell The Smell is offline
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              Quote:
              Originally Posted by Chesu View Post
              The torso is kind of boring.. maybe add a design or the shirt or something? The legs also seem a bit short. You'll get more help if you post in one of the large stickied threads.
              That's what I was thinking about the torso. Also, the legs had to be shortened so it could fit in the 64x64 space.

              Thanks for the review.

              What about this pose of Riley I did?

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                #157    
              Old October 12th, 2009 (10:32 PM). Edited January 7th, 2011 by Chesu.
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                GBA/DS Pokemon Back Sprite Tutorial
                by Chesu


                While sprites viewed from the front are by far the most popular,
                especially when it comes to Pokemon, the large sprites representing your
                team in battle are just as important. With that in mind, let's get right to it!





                You may recognize Marchare from my original spriting tutorial.
                It's the first Pokemon sprite I ever made from scratch, and allows
                me to bring up a few points in the process of making a back sprite, so
                it's what I'll be spriting. If you don't have your own sprite and want to give
                this tutorial a try, why not make your own back sprite of an existing
                Pokemon and see how close to the real deal it turns out?





                The first thing we need to do is figure out how big the
                sprite will be. Since back sprites are closer in the player's
                perspective, they will always be bigger than the front sprite
                versions. Most front sprites fill up a good portion of the area they're
                allowed to take up (64x64 for third generation, 80x80 for fourth
                generation), so the back sprites of all but the smallest/floatiest
                Pokemon will have their lower halves cut off. However, seven of
                the ten Pokemon I checked had back sprites that were the height
                as their front sprites, like Banette up there. This only applies to third
                generation sprites; most back sprites from the fourth are much larger
                than the front sprites. So, how do we determine how much bigger the
                features of the back sprite need to be? Well, through a bit of research
                and experimentation, I've discovered that third gen sprites are forty
                percent larger, and that fourth gen sprites are usually fifty to
                seventy percent larger. We can apply that thusly:





                First, take your sprite and flip it horizontally, then
                increase the size by the desired percentage. In MS
                Paint, you would right-click the sprite or click the Image
                tab, select "Stretch/Skew", and replace the 100% in both
                boxes under Stretch with 140; in Paint Shop Pro, click the
                Image tab, select Resize, and do the same thing in the Pixel
                Dimensions box, while making sure that it's set to Percentage
                rather than Pixels. It may be a little blocky, but don't worry, this
                image won't make it into the final sprite. As you can see in the
                Banette animation, while the resized sprite is a blocky mess,
                all of its features are almost exactly the same size as
                the ones in the back sprite. With this, we can
                begin working on the sprite itself.





                Using the method from the original scratch tutorial, create
                some shapes around the same size as the important parts of your
                enlarged sprite's body, then fit them together in an approximation
                of the front sprite's pose and start reshaping them. The circles are
                placed on top of the sprite in the image on the left only to show the
                size comparison; since the back sprite is viewed more from above,
                you shouldn't try to put the shapes together exactly as they sit on
                top of your resized sprite. I set them about the same way I did
                when making the original sprite, and will work from there.
                Once you're reasonably happy with the basic shape
                of the body, we can move on to limbs and
                deciding where to cut off the sprite.





                Here's a selection of parts I made based on the
                resized sprite, and my first attempts at assembling
                them. Like I said before, one reason that I chose Marchare
                was to point out some important aspects of making a back sprite;
                one of them is budgeting your available space. Marchare's front sprite
                is one pixel short of the third generation's maximum width, meaning
                that a larger version will have to be a bit different from the original
                to fit. My first thought was to perk the ears up so that there would
                be room for the tail, but that looked kind of... terrible. Also,
                between the positions of the ears and arm, the sprite
                seems to be facing straight to the right, which
                we want to avoid if at all possible.





                By making the ears just a bit shorter than in
                the front sprite, I'm able to make much better-looking
                ears that make the sprite only a few pixels wider than it
                was with them perked up. Unfortunately, the left ear being
                down means that the tail overlapping it will be almost unavoidable.
                There are only ten pixels between the back of the body and the edge
                of the area I have to work with, so I definitely won't be able to draw the
                tail the same way it appears in the front sprite. Don't worry though, if
                you fiddle with it enough you'll always find a way around things like
                this. I cut the sprite off around the middle of the hip, to make
                sure that there's at least one pixel between the bottom of
                the foot and where the battle menu would be.





                This brings me to the next point I chose Marchare
                in order to bring up: whether or not to show certain
                body parts. I could get away with lowering the majority
                of the tail below the cut off point, saving me from having
                to deal with the overlapping of tail and ear, but after a bit
                of experimentation I decided that it wouldn't look very good.
                That doesn't mean that you shouldn't try something similar if
                you think it would work though, every sprite is different. I ended
                up going with a more curvy version of the front sprite's tail, with the
                dimensions based on the resized sprite. If you overlap parts like
                this, make sure that the shapes work well together. If this tail
                were moved one pixel in any direction, its outline would
                touch the outline of the ear or body and look... Well,
                not so good. Once you're happy with your limbs,
                it's time to move on to one last point worth
                considering, then the final stage, shading!





                The last reason I chose Marchare is the shape of
                its face. Because of the way Rattata's face is shaped,
                its eyes aren't visible from this angle, while Banette's
                are. Marchare's eyes are spaced farther apart than Rattata's
                but not quite as much as Banette's, so how much of its face I
                show is down to a judgment call. There's really no golden rule for
                this, you'll just have to make a choice based on the shape of your
                sprite's head and face. Once you've worked that out, it's time to shade!
                As shown in the second and third generation Rattata sprites (official
                revamps of back sprites are pretty common... who knew!), the
                light source is almost directly above. How much
                dithering you use is completely up to you.




                With a little modification to the head and
                back, it's looking even more like the front sprite.
                That's one last thing I would like to bring up; don't
                be afraid to make changes like this at the last minute.
                No matter how much work you've done on a sprite, you're
                not committed to the current look. If you think it could
                look better, go ahead and try! So long as you keep
                backups of all important revisions of your
                sprite, it never hurts to experiment.

                Well, there you have it. Back sprites may seem
                intimidating, what with their large size and divergence
                from the familiar rules of Pokemon spriting, but in reality
                all you need is to know a few useful techniques. I hope
                you've found this tutorial useful! Until next time...
                Keep spriting!



                ---

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                on the tutorials, click here to leave me a visitor message!



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                  #158    
                Old October 17th, 2009 (12:00 AM).
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                Time Shift Dialga Time Shift Dialga is offline
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                  Just out of interest (Heh, that's a common phrase in my life xD), is there any quick way of taking out the palettes, I'm using the eyedropper and pencil still. Is I missing something here?
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                    #159    
                  Old October 17th, 2009 (1:06 AM).
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                    Great tutorial Chesu! This will help me and alot of other people a lot!
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                      #160    
                    Old October 17th, 2009 (10:52 AM).
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                      Thanks Haz!

                      Quote:
                      Originally Posted by Time Shift Dialga View Post
                      is there any quick way of taking out the palettes, I'm using the eyedropper and pencil still.
                      There really isn't a faster way... and no other way in Paint, really. What I like to do is grab colors with the eyedropper tool, then use the four-pixel brush to make palettes like this:

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                        #161    
                      Old October 18th, 2009 (3:10 AM).
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                        Fantastic tutorials! My favourite is looking at the amalgamations. Had a go at a few, and even tried recreating the Purple Kecleon psychic dinosaur...(and failed )
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                          #162    
                        Old October 18th, 2009 (3:24 AM).
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                          Thanks! Even if you feel that you failed, that doesn't mean that you have to give up. I actually made sprites of all three of them back in 2006 using nothing but parts taken from Pokemon sprites.



                          ...Actually, it looks like I cheated a bit on Espeon/Karasuneko's tail, but whatever point I was trying to prove back then is long forgotten, so eh.
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                            #163    
                          Old October 18th, 2009 (3:36 AM).
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                          Spherical Ice Spherical Ice is online now
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                          Mum said she's going to cook pancakes. She really did! XD



                          I don't like it. :/ He looks all stiff.
                          I like those sprites. I need concept art to sprite. SOOO bored!

                          Do your homework!
                          Screw you! XD
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                            #164    
                          Old October 18th, 2009 (3:43 AM).
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                            Let its arms hang more naturally, like in the front sprite... I think the main problem is how round the shoulders are. If you don't like it, why not make the back more interesting? If it's a stuffed animal, why not put a rip or stitches on the back? If it's supposed to be an animal, well... do something else. Oh, and the right ear is kind of small and messed up.

                            ...Also, wow, that was fast.
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                              #165    
                            Old October 22nd, 2009 (7:07 AM). Edited January 7th, 2011 by Chesu.
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                              GBA/DS Trainer Overworld Tutorial
                              by Chesu



                              Overworld trainer sprites are usually
                              considered to be the easiest of the Pokemon
                              games' sprites to make, but that's not completely
                              true. They are incredibly easy to modify, but that doesn't
                              count as making your own sprite, and most people do it
                              with little or no regard to the style they're supposed
                              to be spriting in. Each modern style has its
                              own distinct traits, as illustrated here:





                              Here we have sprites of the Camper trainer class,
                              from FireRed/LeafGreen, Ruby/Sapphire/Emerald, and
                              the DS games. The DS version is clearly much bigger than
                              the other two, which allows for more detail, but there are
                              also differences between the two GBA versions. Actually,
                              there are too many differences... The R/S/E Camper
                              overworld sprite is also used for Rangers, giving
                              it the dimensions of an adult sprite. Let
                              me find a better example...





                              Here we go! There are three major differences
                              you should note between the two styles: the FR/LG
                              sprites (left) have a more subdued color palette, large,
                              round heads for a cuter, more cartoonie look, and are viewed
                              more from above. What I mean is that you can see more of
                              the tops of their heads, less of their thoraces, and unlike
                              the R/S/E sprites, they don't seem to be looking at you.
                              Now that you're aware of the differences, we can
                              start making overworld sprites from scratch!





                              After my usual bout of research and
                              experimentation, I've created these sprite bases.
                              Don't worry, they're just circles sitting on top of squares,
                              you can use them and still say your sprites are made from
                              scratch. The red ones are for FR/LG-style sprites, blue is R/S/E,
                              and green is quite obviously for DS sprites. The small frames on
                              the right are for small children; School Kids, Tubers, that type.
                              On the left we have adults, and in the center are frames for
                              older kids and teenagers- protagonists, rivals, anyone
                              that doesn't fit into the other two sizes.





                              I'll be basing my sprite on Ringo here. I have
                              a reason for choosing her, but I'll get to that later. For
                              the sake of making every paragraph a long, complicated
                              mess, I'll be making three sprites at once.





                              The first step is shaping the sprite.
                              The arm positions I gave mine are the most
                              common for their respective styles, but you can
                              do yours however you want. Reference sprites in
                              the style you're emulating can be used, so long as
                              you don't follow them too closely. The leg positions
                              I went with are also common for each style. Once
                              you're happy with your outline, it's time to color!





                              Unless you're creating a new style, DO NOT
                              use the palettes found on in-battle sprites; the
                              GBA and DS can only process so many colors, so
                              the overworld palettes are pretty limited. I'd like
                              to direct your attention to the arms of my sprites.
                              While the FR/LG and DS sprites are only brown (the
                              darkest skin palette color) on the outside, the R/S/E
                              arms are brown all over. This is because the other
                              two are viewed more from above, so you see the
                              outlines of their torsos rather than their arms.

                              Moving on, you can start coloring
                              and shading your sprite's skin. I have,
                              again, gone with the most common style in
                              each... uh, style. The light source on overworld
                              sprites is above, and slightly toward you. Every
                              other character with exposed arms in the DS games
                              has them shaded a different way, so I went with the
                              style used by a character with similar hair. With that
                              out of the way, you can mark the waistline and start
                              dressing your sprite. R/S/E sprites show equal parts
                              torso and legs, while the others show more torso, so
                              keep that in mind. You should also stick to colors
                              found on other overworld sprites and objects. Oh,
                              and don't forget to draw some ears, if you need
                              to. Ringo's will be covered by her hair, but I've
                              included ears in the size of the head; just
                              remove a few pixels as needed.





                              As I've said in the past, hair is a tricky
                              subject to tack down... There are just so
                              many variables! The main things to remember
                              are that hair is usually shiny (especially in the DS
                              games), unless it's spiky or there's some other structure
                              breaking the flow, and that it's okay to simplify
                              a hairstyle to fit in the sprite if need be.





                              There you have it, overworld sprites
                              easily made from scratch, strictly adhering
                              to their respective styles. I hope this tutorial
                              has helped you understand why overworld sprites
                              are assembled the way they are, so that even if
                              you're just editing existing sprites, you'll
                              have the tools to do it right.

                              ...Oh, wait, the tutorial's not done yet.





                              From here on, I'll be working in
                              FR/LG style, since I prefer it to the other two.
                              Starting with the same empty doll thing, shape
                              your the body and draw a body coming directly from
                              the bottom of the head. I couldn't tell you why FR/LG sprites
                              have such bad posture, but sprites in the other two styles definitely
                              stand up straighter than this. Since the outline of the face is exposed
                              to the light source in this side view, you can go ahead and make it brown.
                              If you look closely at the arm, you'll see that its outline is both brown and
                              black; this is to keep colors from flowing together. It can't be all black
                              since it touches the black body outline, and it can't be all brown
                              because it touches the brown shoe. As for the hair... Well, just
                              do your best to envision how it looks from the side. Do your
                              best to make your sprite the same height and width
                              as the front-facing one, I'll explain why later.





                              The back sprite is basically the same as
                              the front, with two key differences: the head
                              ends higher, and the arms are covered by hair if it's long
                              enough. The back of your head flows into you neck around
                              around where the bottom of your nose is on the front, which
                              is reflected in the sprite. Another thing worth noting is that any
                              features of your sprite's hair visible from the front will be farther
                              up when seen from the back, if in view at all. Once you have
                              all three orientations of your sprite done, it's time to
                              animate! For that, I'm going to switch to super
                              big, every-pixel-is-sixteen-pixels mode.

                              (Note: The following techniques used for
                              animating the sprites only apply to the FR/LG
                              style; as their bodies are much bigger, the other
                              two styles are animated completely differently. If
                              enough people request it, I'll amend this section
                              with R/S/E and DS-style animation techniques.)




                              Diving right in, start by erasing one of
                              the legs, leaving just the outline from the
                              bottom of the foot in its place. Move the hand
                              on that same side one pixel inward and give it an
                              outline on the inner edge. Move the other hand three
                              pixels up (two pixels for young children) and recolor half
                              of it to form the arm. To avoid an overlap between the very
                              similar colors of my sprite's hand and hair outlines, I've just
                              hidden the whole arm behind the hair. Finally, make a copy
                              of your sprite and mirror it horizontally, making sure not
                              to mirror anything that isn't symmetrical (like Ringo's
                              bangs and... uh, stem). If you can find a way to add
                              bounce to your sprite's hair or any hanging cloth,
                              go for it! I've straightened the stem thing
                              out... You'll see why in a minute.





                              Right, moving on to the side view!
                              Erase the arm, but don't worry too much
                              about drawing in everything under it, since
                              we'll be changing the shape of the sprite. Move the
                              leg one pixel up and three back, then move your sprite's
                              back... well, back, one pixel. Your upper body twists a bit
                              as you walk, so more of the sprite's back should be visible
                              in this frame of the animation. Add a bit of the other foot's
                              outline to the front of the body, then draw the arm back on
                              as I did. It doesn't have to line up with the front of your
                              sprite's body, but that's how it looks most of the time
                              with FR/LG sprites, so that's what I'll be going with.





                              Starting with the armless body you
                              made before, move the leg one pixel up and
                              two forward, then make it one pixel shorter horizontally.
                              Draw in any details of the leg that are missing at this point,
                              then add the other leg (all in black, to show that it's in the background)
                              in about the same shape to the back of the body. The upper body twists
                              in this frame as well, but it will be covered by the arm, so you don't
                              need to draw it. Animating the back view frames is mostly
                              the same as the front view, so I'll skip right to
                              the good part- actually animating!





                              So, what's this bounce I referred to earlier?
                              Well, take a look at the two sets of animation
                              frames above. The green set is one pixel taller than
                              the blue one, and the sprites in motion are set lower
                              in their frames than the ones that are standing still. While
                              there's nothing wrong with the blue animation, I think the
                              green animation is more fun, and even looks better. Why?





                              Bounce! While the difference isn't as
                              noticeable when the sprites are moving through
                              an environment, most animators will still go with
                              the green animation, since it has more personality and
                              looks more natural. Unfortunately, moving one pixel down
                              makes Ringo's stem look like it's retracting rather than
                              bouncing, so I may have to make it a bit longer in the
                              motion frames. Since the side view sprites become
                              one pixel shorter during animation, there's no
                              need to add bounce to them in this way.





                              One of the most important parts in animating
                              a sprite is making sure that all the frames are the
                              same size. You should also try to make the sprites used
                              by a character in your game the same size as well, for
                              proper collision detection and all that good stuff.





                              There you have it, overworld sprites easily
                              made from scratch, AND properly animated! I
                              hope this tutorial has helped you understand why
                              overworld sprites are assembled the way they are, so that
                              even if you're just editing existing sprites, you'll have the
                              tools to do it right. The tutorial is over for real this time,
                              but if enough people ask for it, I'll add sections
                              for animating R/S/E and DS sprites.

                              ---

                              If you have any questions or would like to give feedback
                              on the tutorials, click here to leave me a visitor message!



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                                #166    
                              Old October 24th, 2009 (6:36 AM).
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                              Laidjon* Laidjon* is offline
                              An eternal equilibrium~
                                 
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                                Really nice, and everything is so easy to understand. Thank you for contributing =D
                                Ow's are now a piece of cake

                                I would love to wear your Support Bar xD Just to let people know that I'm not one of those ROM-hackers
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                                  #167    
                                Old October 24th, 2009 (7:37 PM).
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                                  thanks for the tut ill post some new sprites ltr
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                                    #168    
                                  Old October 24th, 2009 (8:04 PM).
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                                  Death Strike Death Strike is offline
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                                    Great tutorial, you've definitely spent a whole lot of time on it, now everyone else who isn't good at spriting can sprite! (including me!)
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                                      #169    
                                    Old October 24th, 2009 (9:35 PM).
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                                      heres one of my newest sprites what do you think?
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                                        #170    
                                      Old October 24th, 2009 (10:43 PM).
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                                      Chesu Chesu is offline
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                                        I've seen much, much worse, but it isn't without fault. The outline is jaggy in places, and too light... especially on the skull. The sprite may be facing too much to the left, but it's hard to tell. More importantly, the... I want to say shredded cloth, at the bottom is too uniform. with the same shape over and over. I love the concept of the sprite though, bird skulls are something that I've never seen sprited.
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                                          #171    
                                        Old October 25th, 2009 (2:41 AM).
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                                        Laidjon* Laidjon* is offline
                                        An eternal equilibrium~
                                           
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                                          Btw, Chesu, are you also going to teach us how to make the running frames? 'Cause that would just be plain awesome! =D
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                                            #172    
                                          Old October 25th, 2009 (7:03 AM).
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                                          Train rides by Train rides by is offline
                                          current challenge:bug monotype
                                             
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                                            heres the edited version
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                                              #173    
                                            Old October 25th, 2009 (12:43 PM).
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                                            Chesu Chesu is offline
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                                              The running animation is basically the same, but with the character leaning forward... I guess I could add it.

                                              Train, you didn't really address the problems I mentioned. You actually made the skull more jaggy, and the original color was better. Where the outline needs worked on is the body, especially around the tail. Look at sprites of Pokemon like Duskull, Misdreavus, Mismagius, and Darkrai for examples of how the body should look.
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                                                #174    
                                              Old October 25th, 2009 (1:14 PM).
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                                              Yume Tsuki Yume Tsuki is offline
                                              (/ ゚ヮ゚)/彡 ┻━┻
                                                 
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                                                With this tut I gonna remake my horrible OW of the girl in purple x')
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                                                  #175    
                                                Old October 25th, 2009 (1:36 PM).
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                                                Chesu Chesu is offline
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                                                  The one with the crazy-long hair? I don't remember there being anything wrong with it...

                                                  Well, to make this post actually worth something: what should I do for my next tutorial? Pokemon overworlds, trainer backsprites, overworld objects, background tiles, or something else from the "coming soon" list? Click here to vote!
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