![megaman sprite game figurine megaman sprite game figurine](https://i.etsystatic.com/22690098/r/il/2622a5/2237734850/il_340x270.2237734850_79re.jpg)
- MEGAMAN SPRITE GAME FIGURINE SKIN
- MEGAMAN SPRITE GAME FIGURINE SERIES
- MEGAMAN SPRITE GAME FIGURINE FREE
Should Elecman be removed in favour of Iceman shooting (increasing the action)? I might try and remove Elecman and scale up Iceman. Maybe I should add some foot splashes in the snow (around the feet), to make it less static. Megagirl is too central? I nudged it a bit to the right. However, I do want a busy feel, kind of like the SMB1 cover.
MEGAMAN SPRITE GAME FIGURINE FREE
I need to learn to use empty areas to guide the eye, rather than just adding more stuff at every free spot. I tend to spread out things too everything evenly with no overlapping. I can't have people standing on the border. + The characters in the corners are deflecting escaping. So, I've been attempting to do a paraphrase of the Megaman 1 (PAL/EU) cover. However, when it comes to drawing people interacting in environments I'm still very inexperienced.
![megaman sprite game figurine megaman sprite game figurine](https://1.bp.blogspot.com/-Xqi2i3SYSYQ/WQzSAjYUnVI/AAAAAAAAcM0/sijWM1OE9Gw94gGG5lURPCIsvjXKir30gCLcB/s1600/mm21.png)
It's a way for me to measure how much I improve over the years. I've been drawing Megaman stuff since the game came out. Also, the power pellets should be in the style of the first game.
MEGAMAN SPRITE GAME FIGURINE SKIN
I prefer a pale yellow face rather than a skin colored one. Here's the standard Chibi approach with stick legs.
MEGAMAN SPRITE GAME FIGURINE SERIES
I'm not a fan of the cone legs seen in the X series and later. I've been experimenting a bit, trying to find a scale and style which works, but it's difficult. The recent news about Megaman 9 being NES style made me want to return to my MM project. The patches of black very roughly corresponds to black pixel placements on the sprite. I figured out that I could give Samus some pink 80's tights, to explain her odd skin tone.
![megaman sprite game figurine megaman sprite game figurine](https://i.pinimg.com/736x/30/88/17/308817de110e639890d0abacf358bda6.jpg)
The color placements here are pretty close to the sprites. The pink tights are a way to adress the odd palette for the skin tone in the game. Well, I just added my Ripley concept in, and Armourless Samus. The dungeons, unfurnished, yields no clue as to what their original purpose was. The trees still grow in the same orderly lines. I can imagine that long ago some architect built Hyrule. The overworld and dungeons seem architected, sterile and orderly. The player rising up to be a hero in the midst of that. If I were to make a Zelda game, it's be a persistent simulation of Hyrule, with Ganon producing troops, the Cave Elves forming a resistance. The original is not beyond criticism though, with the tedious security though obscurity bomb every tile burn every bush mechanic. I feel that the newer are too linear and have too much errand running. Possibly the statues are meant to look like Zora (which looks like 'the creature from the black lagoon'), and Aquamentus (dragon pony thing). With the rough concept to the right I wanted to explore the stone statues you see when entering the first level / dungeon. But his nose really was 2 pixels long on that 16 pixel sprite. I wouldn't go quite as far as I've done here with Link though, in staying faithful to his sprite appearance. Link has turned into a pretty boy, just like Pit from Kid Icarus. It's a little strange that I don't have more art done for it, since it's one of my favorite games. I had a brief encounter with my Zelda 1 project in March 08. It's a bit disappointing that the Sega Master System with its 16+16 color palettes didn't have any great looking games. Final Fantasy 1 had little guys where the top half of a character used a different palette. Games like Megaman layed sprites on top of each other, but doing so can create flicker due to sprite and scanline limitations. One or two extra colors would've done wonders, but bits and bytes don't work like that. That said, the three to four colors per character restriction (e.g. Also, a lot of 16-bit graphics did nothing of value with the extra colors (stupid muddy gradients, chrome, pillow shading, etc.) When 16-bit stuff messes up, it's mostly ugly. Even if a design was messed up, it still had charm. I think it's more fun to draw stuff from older 8-bit games, because the graphics leave something for my imagination, and the hardware restrictions forced designs to be effective and to the point. Lately, I've been discovering games for consoles which I didn't have, such as the Sega Master System, MSX, BBC Micro, ZX Spectrum, etc. When the SNES came out I was much more into computers. Computers aside, I grew up with the Mattel Intellivision and NES.