The Mecha Dragon from Megaman 2 is an example of a large sprite that's been animated, but because it's such a large object they were forced to use the background as the outline (if you've fought it before, note how the screen flashed each time the boss is damaged). Another thing to note is the size.large objects (such as Wily Fortress from Megaman 3) are quite large, and may be tile based, but if the large object is just one sprite it can be a nightmare due to color limitations.and that's if it's not animated. On the other hand, the animation has to look smooth (like Megaman's walking animation, for example) and you end up having to know which parts of an animation to make, otherwise it looks choppy. On one hand, it means slightly less work. Another thing for 8 bit sprites is that if they're not done too well (given the color limitations), they may look like a garbled mess.the fact that animations in 8 bit have limited frames is a mixed blessing.
#MEGAMAN SPRITE GAME HOW LONG FULL#
"you can easily cross the very thin line of making your sprites so detailed that their full definition can only be appreciated at high resolutions where everything's a bit clearer." I'm guessing that's quite a thin line.in terms of 8 bit sprites, I've tried a few things and one thing to learn quickly is that sprites look different when you're working zoomed in and zoomed out. Here are a few more demonstration animations:Īll work displayed here is mine and custom made unless stated otherwise, edits and collaborations will always be acknowledged and any original artists will receive appropriate credit.ĭo not edit or repost my work as your own because I will find out and I will take action. The outstretched arm of the third ladder shield sprite has been adjusted to not look so exaggerated. Another frame may be added in the future. The charge shot sprites have been updated and separated from the regular shooting sprites.Īdded a turning transition frame for climbing ladders. The left arm of the standing upright sprites has been updated to be more relaxed. I am aware that the throwing arc for the Hyper Bomb animation looks really bad, it's the best I could do without going to the extreme with mathematical calculations.Ī few sprites and animations have been updated and adjusted. Some of you might recognise a variation of this sprite sheet as it was featured in the Sonic Amateur Games Expo 2020 demo for Mega Man Super Charged.Īn updated sheet is being featured in further updates so keep any eye out for future updates to the project! At some point during 2017 I'll be putting together an animation demonstrating most, if not all, the sprites and animations featured on this sheet! For now, here's some demonstration animations I put together whilst I was refining the sprites for the final sprite sheet. This has been a project I've wanted to do since 2012. This was probably the most effort I've put into a single sprite related project in one huge block.įor animations like shielding, throwing, jumping and the contextual damage sprites I drew multiple poses and cycles in Adobe Animate until I found the one that felt worked the most.įor all the work I put into this sheet I'm really glad that I not only got it finished, but also made it look really good. Some of the references used in the production of this sprite sheet included the original Mega Man sprite sheet from Mega Man 7, Mega Man's sprite sheet from Mega Man 8, X from Mega Man X, X from Mega Man X4 and various videos and screenshots demonstrating the animations that Mega Man has in Super Smash Bros 4 WiiU.