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giống mình ghêMình thích nhất là Athena , Mai , Thiên hạc thần lạc ( quên tên tiếng Anh của nó rồi ) , Vice , Mature , Shermie ... Sailormoon và các chiên binh thủy thủ khác .
:X
) có sức mạnh của nước , lửa , triệu hồi ( gọi mấy đứa con , hoặc Âu cơ ra chưởng phụ ) , biến thành rồng , chưởng ra rồng ...

ý tưởng hay nhưng khá xa vời, vì những hình bạn đưa ra chỉ mới là 1 vài ảnh về chân dung nhân vật( portrait) trong khi 1 nhân vật cần có 1 thân hình cụ thể và cái đó thì chưa dc thấy!
Bước đầu tập trung edit để tìm hiểu sâu về Fighter factory và sự liên kết giữa các file nhé
PS: ý tưởng các biến hình rất hay nhưng sẽ phức tạp nhiều phần code tuy nhiên hoàn toàn thực hiện được![]()
KOF Style
KOF Style will be considered the style used by SNK artists to draw the sprites from KOF 1994 through KOF 2000. The style of the sprites for new characterts changed in KOF 2001, mostly making the newcomers skinnier than they should be, and I wasn't pleased by the results, so sprites from 2001 will not be considered for this analysis.
Shading is spelled Gradient
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Shading in the KOF style is supposed to be done through the Gradient technique. This requires that each color has anywhere from 4 to 6 shades and each of them with a considerable amount of contrast between one another.
One of the rules of Gradient is that 2 shades of a color that aren't directly neighbors to each other shouldn't touch at all, there must be at least a single pixel line in between one another. There are certain exceptions used mostly on newer sprites for really contrasting shadows, but usage should be minimum.
If you were to pick your shades from the gradient map on the left, each color should be at least 3 areas away from each other, and the lightest shade should be very bright, since the highlights are exactly what gives that crisp look to KOF styled sprites. Of course it's always recommended that you use already existing palettes in order for you not to mess up shades lacking contrast - there's no shame in using what already exists!
Proportions
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Unlike Capcom sprites, which are meant to be anime inspired and stylish, KOF styled sprites look to be realistic.
At all points proportions and anatomy should look human in shapes and sizes.
No huge feet (SFA/SF3 Ryu)
No oversized Torsos (SFA Zangief, KOF2K3 Tizoc/Griffon Mask)
No huge hands (Silber XI - GTFO)
No giants (SVC Chaos Hugo, no)
Real KOF style keeps reasonable sizes, Goro Daimon and Chang Koehan are examples of this.
Even if it looks very conservative, or boring, that's just how the style works.
Style specifics
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Do KOF Sprites look too pixelated? Deal with it, that's the whole purpose of these
In order to give it a more pixelated look without making the sprite look un-finished is the usage of lines (Gaby, this is what I meant)
Start getting used to the Line tool if you already haven't, that way your lines will be flawless and they'll follow the correct tracing without being broken or have jagged edges. Try using diagonal lines to provide the pixely feeling your sprite will need.
Try to keep the lines as symmetrical as you can, having each section be the same amount of pixels throughout the same line-trace (example)
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Don't force the lines though, sometimes it won't be possible, but it's best if you can add them.
Lines - Anti-aliasing and alpha blending
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To draw lines in an area affected by light try to use the neighbor color as much as possible, don't skip shades, that way your sprite will look more polished.
Also, antialiasing can be used (Clark) to hint an edge of a line without having the line traced completely in a single stroke, but it can be done through dotted lines - this is widely used in CVS style but with other transition colors with slightly different results. It's also permitted in this style to provide a pixelated look and give more contrast ot the sprite.
Lightsource
As explained by Thedge here, the lightsource for KOF styled sprites comes from the Top, slighty top right.
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Breve historia del Tutorial
Como muchos sabran hace tiempo me uni a Nio y Riccochet para trabajr en Lien Neville para Mugen, ando programando mucho y editando sprites un poco menos, y en estos dias nos encontramos en la fase final del desarrollo, despues de una larga y encendida discusion con Nio que casi acaba con nuestra sociedad llegamos a la conclusion de que necesitamos una animacion nueva para el puñete fuerte agachado, aca la discusion en toda su extension:
Y asi empece a pensar como deberia ser, no queria un simple puñete, queria algo que muestre los atributos del cuerpo de Lien, y que mejor forma de hacerlo que con una patada 'capoeresca', asi seguir la linea de Kim y Adel que lanzan una patada con HP agachado.
El tutorial en si
Que necesitas:
- Algo de habilidad para el dibujo
- Una PC
- MsPaint o editor de pixeles favorito
- Saber que vas a hacer
- Ganas
Una vez definida la animacion la dibuje de manera muy burda con paint
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Por mas deforme que se vea, esto me servira de molde para que la animacion sea fluida, asi sobre estos dibuje la silueta de los sprites no muy detallados, como entre los sprites que ya tenemos habian piernas que coincidian con las del primero, use aquellas.
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Aumente unos cuantos detalles y me asegure de que los sprites sean de un tamaño uniforme, acorte algunas piernas y el ultimo sprite estaba muy grande, asi que lo achique un poco
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Ahora la parte que define el estilo de los sprites, las sombras.
Para entender las sombras snk-kof, veamos un ejemplo:
El Buen Mr. Karate, despues de una simple inspeccion tenemos que ocupa 5 tonos de colores para definir su volumen tanto para la piel como para su gi.
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Las flechas rojas indican la sombra, las amarillas la incidencia de Luz.
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De manera que nuestro foco de luz esta mas o menos en esta posicion (Unos 65 grados aproximadamente), y sabemos, por la cantidad de sombra, que es una luz fuerte.
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Sabiendo eso ya puedo distribuir mejor las sombras, aplicando primero los dos ultimos colores de paleta (los mas oscuros)
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Luego de esto, ya es mas facil agregar los colores faltantes, tomando siempre la referencia del foco de Luz para distribuirlas
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Hecho eso agrego los detalles propios del personaje, y listo.
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Probando la animacion, se ve 'rota' cuando lanza la patada, es decir, hacen falta frames intermedios, asi que agrego dos, uno previo y uno despues, sin muchas modificaciones.
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Resultado
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