HOME | DD

MShadowy β€” Shadowyards-spritesheet by-nc-sa

Published: 2013-05-07 21:26:46 +0000 UTC; Views: 5352; Favourites: 73; Downloads: 120
Redirect to original
Description After getting horribly distracted with making lots of neat little spaceships (seriously, these things have been taking up the bulk of my free time for the past month or so) I decided... well, why not make a sprite sheet with them all on it?

For some reason I decided to include the deprecated versions of the fighters and carrier, but I suppose a comparison might not be unwarranted. Spriting methodology was not actually standard though, mostly due to a desire to try and stylistically get close to the ships in the game these are being modded into.

Anyway, thats all.
Related content
Comments: 27

manati20 [2021-08-05 20:57:47 +0000 UTC]

πŸ‘: 1 ⏩: 1

MShadowy In reply to manati20 [2021-08-06 04:22:19 +0000 UTC]

πŸ‘: 0 ⏩: 1

manati20 In reply to MShadowy [2021-08-08 02:45:39 +0000 UTC]

πŸ‘: 1 ⏩: 0

Seisorith [2018-04-21 21:35:03 +0000 UTC]

Love your work. Β Β I'm building up an armada of Space Trees, myself. I encourage you to also showcase the current version of this. Looking at what you have here, it looks pretty stale compared to the latest.Β 

πŸ‘: 0 ⏩: 1

MShadowy In reply to Seisorith [2018-04-22 15:06:26 +0000 UTC]

It's definitely worth doing, I just keep forgetting to do it. Well, since I'm thinking about it, probably should post an updated sprite sheet. Cheers

πŸ‘: 0 ⏩: 0

lshack [2016-04-23 11:35:15 +0000 UTC]

Amazing! Ships look like from some a really cool game.

πŸ‘: 0 ⏩: 1

MShadowy In reply to lshack [2016-04-26 23:37:23 +0000 UTC]

Thank ye very much!

πŸ‘: 0 ⏩: 1

lshack In reply to MShadowy [2016-04-26 23:38:08 +0000 UTC]

No problem!

πŸ‘: 0 ⏩: 0

SeNoR135 [2016-03-19 05:58:25 +0000 UTC]

Great stuff. Β if i had two wishes, the first would be to change the new Charybdis hangar lighting colors to the the lime green of the old sprite. Β The second would be to see those two old fighter sprites be used for something, they're awesome! Β A new light figther alternative to the Neriad for the sprite on the left, and a heavy fighter or bomber or even some kind of fighter/bomber combo for the old bomber sprite. Β perhaps the new light fighter could use some sort of SRA Vulcan-inspired tiny PD weapon?

if i had two wishes, that is. Β Or however many that would be.

πŸ‘: 0 ⏩: 1

MShadowy In reply to SeNoR135 [2016-03-22 13:34:17 +0000 UTC]

Glad you like 'em, though this sheet is now a bit dated; as for your critique I can probably screw around a bit with the hangar colors as I'm not absolutely sold on the current color, but I probably won't be reusing those old fighter sprites for anything; they're muddy, indistinct and I don't really like them, and in the case of the old Neriad its silhouette is close enough to the new Neriad that it might cause confusion.

πŸ‘: 0 ⏩: 1

SeNoR135 In reply to MShadowy [2016-03-22 20:25:07 +0000 UTC]

ah, yea that makes sense. Β I'll look forward to a possible update to hangar color. Β Keep up the great work. Β 

πŸ‘: 0 ⏩: 0

delta7Xx [2015-07-24 03:30:48 +0000 UTC]

hey, im only a novice pixel artist at best, do you have any suggestions on spriting my own ships?Β 

πŸ‘: 0 ⏩: 1

MShadowy In reply to delta7Xx [2015-07-24 04:50:09 +0000 UTC]

This is a pretty complicated subject, and there's no easy workarounds unfortunately.Β  Well, first, I'm afraid practice is a necessity.Β  Time put in is part of the path to acquiring skill.Β  Beyond advising you to do a lot of work, observe thing like you want to be able to draw or sprite.Β  Knowing how things are put together, say actual ships and mechanisms in this case, will help you put together convincing (if not necessarily very realistic) space ships.Β  Or whatever else you choose to draw, should you choose to expand your efforts in learning how things other than mechanical objects are formed.

In the end, a potent imagination is informed by reality.Β  Also, use references when you think you need them.

Uh, aside from that very general advice, your work tends to be a little monotone.Β  You might want to try a little bit of work on hue shifting; this is one of those hard things to learn but is especially important for pixel art since it helps the colors stand out from each other.Β  Also, pure greys do not really occur in nature, so try and sneak some color into them to make them seem less artificial.

πŸ‘: 0 ⏩: 1

delta7Xx In reply to MShadowy [2015-07-24 04:58:31 +0000 UTC]

ah, oke, well im more than happy to practice ^^

hmm, so would a valid technique to add texture be to try and add details in such a way that it looks like the ship is constructed out of layered segments, kinda almost as if it were made of multiple smaller sprites that fit together to form one distinct shape? i mean... maybe it's not the best way, but... its what im most familiar with due to a certain aspect of previous multi sprite experience where i shaded and fitted together individual sprites to make ships...

hmm... so replace most of the shades of grey with a dark shade of a particular hue such as a dark red, almost brownish maroon for example? and would it be advisable to try to add more shades of similar colors and make a sort of a gradient of different shades of the same color to add to the illusion of depth? (if so, ive really gotta get outta my habit of using as few colors as possible while still remaining effective...)

ahh... thanks for the suggestions, i greatly appreciate it :3

πŸ‘: 0 ⏩: 1

MShadowy In reply to delta7Xx [2015-07-24 05:04:51 +0000 UTC]

Just remember, above all else you gotta practice and experiment to figure out what works.

And yeah, shift the hues around slightly in one direction as you lighten from dark (or darken from light), since if they're all the same hue you'll run into similar problems to the all being a perfect shade of grey.

πŸ‘: 0 ⏩: 1

delta7Xx In reply to MShadowy [2015-07-24 05:25:10 +0000 UTC]

ahh, im more than happy to practice and experiment aplenty, and i might just possibly develop my own style/ technique, if my initial experiments go as planned... which they might well not XD

hmm... ok, ill be sure to keep that in mind. back when i had the convenience of premade sprites, i learned a bit about shading techniques as well as the basics of building attractive, unique shapes. the shading came into play on larger ships made of hundreds of individual, tiny, layered sprites. the methods involved for pixeling an actual sprite are very much different, but i at least know more or less what it's supposed to look like XP

for depth, should i go for slightly lighter hues on the pieces meant to stand out and be closer to the viewer, and slightly darker hues for the framework of the ship, and stuff covered up by panels of the ship for example?

maybe this isnt the best example, but... i just want to know if this is a decent shading tecnique, and your ship's high contrast makes it kinda easy...

for ships like the morningstar and the elysium, they really seem to be constructed of a barebones skeletal framework (visible on the rear of the dd and the center area of the cl) of a dark greyish black color and covered mostly in brightly painted panels and hull sections.
delta7xx.deviantart.com/art/De…
here i made this a while back, and i tried to accomplish a similar feel of a barebones, dark colored, near skeletal framework, partially covered by elegant, shiny silver body panels and hull sections. would it be a viable technique to make the skeletal framework, then cover over it piece by piece with comparatively light hued hull sections? and about how many different similar hues of the same color are ideal for believable levels of depth?

πŸ‘: 0 ⏩: 0

Randommode [2014-10-18 05:29:13 +0000 UTC]

THIS IS AWESOME!!!! This is the coolest thing!Β 

πŸ‘: 0 ⏩: 1

MShadowy In reply to Randommode [2014-10-18 21:17:50 +0000 UTC]

πŸ‘: 0 ⏩: 0

Durendal5150 [2013-09-18 21:20:50 +0000 UTC]

I've been in love with the Charybdis since a much earlier iteration of the mod. It has a combination of speed, high alpha and carrier capacity that makes it highly endearing to my play style.

πŸ‘: 0 ⏩: 1

MShadowy In reply to Durendal5150 [2013-09-19 01:58:50 +0000 UTC]

Awesome.Β  She's definitely my favorite as well, especially since I redesigned her.

Just a lovely ship.

πŸ‘: 0 ⏩: 2

Durendal5150 In reply to MShadowy [2013-09-21 02:14:58 +0000 UTC]

Thanks dA, I wasn't done replying. Ctrl+Enter Submits comment...I learned something today.

Anywho, I had been going to ask if maybe you'd consider a set of in-progress sprites on your page next time you make a ship. I'm trying to learn how to make sprites for the game that aren't crap, and I'd find insight into your methods invaluable ^^.

πŸ‘: 0 ⏩: 1

MShadowy In reply to Durendal5150 [2013-09-21 05:45:54 +0000 UTC]

I'll do what I can.Β  I have been considering it for a while now but haven't quite gotten around to it... and I tend to get disjointed from actually doing the tutorial in the times which I've actually tried.

πŸ‘: 0 ⏩: 1

Durendal5150 In reply to MShadowy [2013-09-23 02:19:11 +0000 UTC]

No hurry or anything of course, just something between a suggestion and friendly request. I'd actually started on a mod awhile back and puttered around a few sprites for it, (sta.sh/2ui3yw7xdpm?edit=1) But that never got especially far.

πŸ‘: 0 ⏩: 0

Durendal5150 In reply to MShadowy [2013-09-21 02:12:42 +0000 UTC]

That she is ^^

Even recorded a few snippets from the last update to throw at my friends about it: www.youtube.com/watch?v=LFtEr1…

πŸ‘: 0 ⏩: 1

MShadowy In reply to Durendal5150 [2013-09-21 05:50:14 +0000 UTC]

Ah, sweet.Β  I'm glad you have such fun with her, thank you!

πŸ‘: 0 ⏩: 0

J4B [2013-05-07 21:47:43 +0000 UTC]

Pretty cool. I like these.

πŸ‘: 0 ⏩: 1

MShadowy In reply to J4B [2013-05-07 21:51:38 +0000 UTC]

Thanks.

πŸ‘: 0 ⏩: 0