DKCLB Sprite/Animation Submissions

The dream tool of any hardcore DKC player, the DKCLB aims to make editable in unison all elements from the original DKC Trilogy, and allow customization of it all, too! Powered by the Delta Suite.

Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » June 24th, 2012, 2:25 pm

Here is the PSD for Glimmering Galleon.

glimmering galleon smaller.zip
(3.96 MiB) Downloaded 38 times


I have to upload the ice walls in a separate file, because it was too big.

gg ice.zip
(2.82 MiB) Downloaded 17 times


I do not have the backgrounds with it. I only did a little bit of recolouring for the DKC2 mine, and if you want that, I'll also upload it, but all I did was make it more teal to match the foreground crystals better. I used the DKC2 water foregrounds with the opacity around 85%. All the other background stuff (which I think is just the main crystals) aren't modified and are on TSR.
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » June 27th, 2012, 4:16 am

Here are the animations of DK floating and DK-Kiddy switch (the one that involves both slapping)

This one has ONE edited DK sprite, all the rest are in-game. The only edited sprite is the last slap when DK is in front. Normally, his hand would be vertical, but I made it horizontal to work with Kiddy better.
kiddy dk switch.zip
(68.37 KiB) Downloaded 19 times


dk floating test2.zip
(48.61 KiB) Downloaded 17 times
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Re: DKCLB Sprite/Animation Submissions

Postby leo_core » June 28th, 2012, 5:38 am

kiddy dk switch updated in our project using your animation Phyre, thanks!
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » August 26th, 2012, 5:58 am

Here is my custom level combo of Treetop Town and Winky's Walkway. It's a zipped PSD.

treetop town vertical shorter.zip
(2.29 MiB) Downloaded 28 times


This is the recoloured background tiles of the DKC3 forest.

backgrounds recoloured.zip
(219.66 KiB) Downloaded 23 times
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Re: DKCLB Sprite/Animation Submissions

Postby Simion32 » August 26th, 2012, 8:01 am

Cool level Phyre! :dixiehappy:

.............. *mind blank* ... I think we need better image compression! :facepalm:

7z is supported by the forum now, by the way. :banana:
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » August 26th, 2012, 9:08 am

Thanks! Do you have any ideas for a level name? I'm kinda stumped. :scratch:
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Re: DKCLB Sprite/Animation Submissions

Postby Simion32 » August 26th, 2012, 9:42 am

Treacherous Treadwood
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Re: DKCLB Sprite/Animation Submissions

Postby Markster » August 27th, 2012, 2:11 am

Phyreburnz, you done a great job at making that level design, sadly, the only Photoshop I got is Photoshop Elements 3, but it worked in it, it's a really old version my mom bought in 2004/2005, it doesn't work that well on Vista/7, but great on XP.
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Re: DKCLB Sprite/Animation Submissions

Postby leo_core » August 27th, 2012, 5:10 am

Great submit Phyre! You should work as game level design :D
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » September 8th, 2012, 10:41 am

I'm going to do this one in a few different files.

Now, this is important, the colours in the PSD are going to be slightly different than those in the PSD. I suggest using the sprite sheets, because I have all of the animations of Klank (plus the more edited ones, like him turning and turning on Rambi), and all the animations of Rambi in the sheets, not the PSD. I guess the PSD is more for reference than anything useful, probably.

red klank edited copy.png
red klank edited copy.png (34.84 KiB) Viewed 839 times

red rambi.png
red rambi.png (90.36 KiB) Viewed 839 times


klank on red rambi.zip
(60.86 KiB) Downloaded 19 times
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Re: DKCLB Sprite/Animation Submissions

Postby Super Luigi! » September 10th, 2012, 2:42 pm

Nice job Phyreburnz. I see Klank and Rambi fell for the old "Red Kool-Aid" trick again!

:thumbs: and a :banana: if you get the reference! Also, in DKC, I think it should be called "Krool-Aid"!
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Re: DKCLB Sprite/Animation Submissions

Postby Katastrophe Kong » September 17th, 2012, 9:51 am

Here are the "Idle" and "Floating" animations for Mr. X. They already have opacity applied (I felt 75% would be a fair amount) and the "Idle" now bobs up and down ominously. Both are saved in .PSD format.
Image

Mr. X - Idle (Opaque + Bobbing)
https://www.box.com/s/8hfh0uro2qlkpe7v6wz1

Mr. X - Floating (Opaque)
https://www.box.com/s/e29v13px15sd5wek5gv7
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Re: DKCLB Sprite/Animation Submissions

Postby Super Luigi! » September 18th, 2012, 12:44 am

Mr X. looks very menacing, Katastophe Kong! You have done a great job!
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Re: DKCLB Sprite/Animation Submissions

Postby Qyzbud » October 4th, 2012, 9:11 pm

I never chipped in my two cents, KK, but I'm really impressed by your Mr X animation. You've done a great job of breathing life into the undead. :lol:

Have you thought of animating the waist of Mr X's coat, to make it look like the tatters are swishing with his movement, or perhaps even blowing gently in the breeze? I reckon that would make the animation more dynamic, and would look great. :D
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » October 9th, 2012, 1:26 pm

Here is my custom cloud level (using Leo's sprites), Insane Biplane. I wrote about it in the custom level idea topic. Basically, it's a flying level in which you'll be using the Funky's Flights II plane.

The file name is Funky's Flight Fright, but I've decided to change the name to Insane Biplane, so please ignore "Funky's Flight Fright."

funky's flight fright.7z
(4.85 MiB) Downloaded 15 times
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » October 18th, 2012, 1:21 pm

I've actually been wanting to try this for a little while, but I've taken one of the background layers from treetop town, and edited it slightly so they can stack vertically. I forgot which treetop colour I used to create the level... and I guessed wrong the first time, so that's why I made the white one, too. I'm sure that this will work for a background, but I'm not sure what everybody would prefer to use if they use my custom level.

In the future, I'd also like to attempt to make the furthest background able to be stacked. I'm not quite sure when I'll get a chance to try the furthest background, but I promise I'll try.

vertical treetops background 1.png
vertical treetops background 1.png (43.42 KiB) Viewed 630 times


Because of my vertical treetops level combining walkway elements, I actually prefer the DKC3 forest background, because the straight trees are... as strange as it may sound... makes the level too vertical. But just in case, I'm going to leave it here. Maybe if anybody else makes a vertical treetops level, or if I make one, somebody can use it.
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Re: DKCLB Sprite/Animation Submissions

Postby Qyzbud » October 18th, 2012, 5:03 pm

Nice job on that background, Phyreburnz. :) I've been meaning to try my hand at modifying a few backgrounds to make them more versatile, and the Tree Top Town graphics are a good one to start with.

Since background graphics don't really fit within the sprite/animation category, why not start a new topic for Custom/Modified Backgrounds? That or we could expand the scope of this topic... but I think a new one would be the better option.

What do you guys think?
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » October 19th, 2012, 5:17 am

Well, other than little things that pop in my head, or suggestions I get, I am pretty much done with animating sprites... unless I go back and try to fix that horrible plane turning abomination.... err.... animation, but that's just me.

Recently, I've been focusing more on editing levels and backgrounds. It might be a good idea to separate the two into animation submissions and level/background submissions. But I just feel lonely posting here... since I'm almost the only one that posts in this section... :cry:
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » October 27th, 2012, 1:32 pm

I fixed the order of the Dixie on ledge animation. The second layer is not used (which is why I specified), but I included it... just because, I guess.
1-6 are what she does when she first encounters the ledge, then 7-14 repeat and go back and forth (like once you get to 14, it goes back to 13, 12, 11, etc) until she's moved from said ledge.

I'm pretty sure if you downloaded the first one, you don't need to redownload. I didn't change any of the animation, just the order. I'm pretty sure that when I save the PSD, it saves the animation, too, which is why I reuploaded it. So if you did download it before, just make sure when you play the animation, you do what I said up there.
Attachments
dixie on ledge animation order fixed.zip
(33.53 KiB) Downloaded 14 times
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » November 14th, 2012, 7:15 am

I still have to make the cloud puffs for running. Those will be coming soon.
Attachments
cloud puffs and dust puffs.zip
(12.04 KiB) Downloaded 6 times
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » November 15th, 2012, 10:47 am

I'm going to be uploading the animations of each Kong when in a cloud level for placement and timing purposes. In case you didn't see in the animation section, I've decided that the puffs look the best when it puffs up each time a foot hits the ground, so just in case anybody needs it for placement, I'll be uploading each Kong. The puff sprites will all be the same, but the placing and timing will probably be different.

*Look back here* Depending on how much I get done and how fast, I'll probably edit this post and add the other animations.

Diddy:
run on clouds.zip
(148.3 KiB) Downloaded 5 times
Attachments
run on clouds kiddy.zip
(150.7 KiB) Downloaded 8 times
run on clouds donkey.zip
(166.08 KiB) Downloaded 8 times
run on clouds dixie.zip
(151.79 KiB) Downloaded 7 times
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » December 19th, 2012, 10:24 am

I figured I should upload the PSDs of the Bonus and Game Over images with all 4 Kongs if anybody wants them. They're all in one folder.

bonus images.zip
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » February 10th, 2013, 2:03 pm

I've completed HailFire peak! I have the icy side the first bit of the level, then a transition room from ice to fire, then the fire side. It is my hopes that somehow the Banjo-Tooie Hailfire Peak music can be used for this level :)

Here's the PSD
Attachments
hailfire peak.zip
(3.01 MiB) Downloaded 8 times
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » February 15th, 2013, 3:59 pm

I did a simple recolour of Kerozene to make him blue. I would like to have him in the backgrounds of the icy and fire sides (blue for the icy, red for the fire) to make the level more similar to hailfire peak.

I know that his open hands are cut off, and I tried to edit it (I may go back later and complete it), but I was thinking he could just raise and lower his fists to pound the ground and make ice and stalactites fall.

This is just a PSD of the recolourd sprite sheet of Kerozene. Here is a fake screenshot of how Chili Bill could be put in the fire side.

fire side with chili bill smaller.png
fire side with chili bill smaller.png (87.33 KiB) Viewed 242 times


I'm going to have to work out what kind of background to use for the icy side to make him fit. The fire side fits pretty well, I think. For the falling stalactite, I just took a little piece of the DKC1 cave foreground and lightened it a bit.

chilly willy and chili bill simple recolour.zip
(543.75 KiB) Downloaded 6 times
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Re: DKCLB Sprite/Animation Submissions

Postby EvangeliKong » February 16th, 2013, 2:11 am

That is good-looking!
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Re: DKCLB Sprite/Animation Submissions

Postby Phyreburnz » February 16th, 2013, 5:31 am

Right now, all I can think of to allow chilly Willy to be in the background of the icy side is to take the same thing on the lava side and turn the lava blue. Ideally, I would love to have a cave background with waterfalls and a river or pond where chilly Willy sits, but I don't know how I could accomplish this.

I was playing with it and blue lava does look way cool, but I think it's too much lava looking stuff. I'll post a fake screenshot later and you guys can let me know what you think.
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Re: DKCLB Sprite/Animation Submissions

Postby ChillManStudios » March 22nd, 2013, 4:00 am

What program do we need to see the sprite edits?
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Re: DKCLB Sprite/Animation Submissions

Postby Simion32 » March 22nd, 2013, 4:45 am

Ah, you need Adobe Photoshop. Or if you're lucky there might be another program that has the ability to open them.
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