Dragonball character tips and tricks volume 1. Probably the best tip to give is to play the game you are doing until you know it well. It is hard to get animations to something if you don't somewhat know what animations are there. By playing around with the game you can find out new things and the more you find out the better you can do. Another thing is that you need to get very used to the controls of the games so that you can make the moves work while also hitting the screenshot button. Another great tip is DON'T TRY TO RIP SPRITES IN COMPUTER VS. YOU MODE. Use player vs. player mode if available because it is way easier. Don't make it any harder than it needs to be. First, set up a button strategy for your character. (Note: mine don't really do this). Decide what buttons do what for your character. It makes it easier if someone knows that all the dashes end with the b button and the fireballs with the a button. Or D, DF, F sets up a dash attack and B, F sets up a fireball or something similar. Makes it easier to remember how to make moves work when playing rather than just memorizing the key strokes only. Second, in all the DB games if you stand away from the opponent you get the normal punch or kick moves. When standing up close to the opponent you get a different set of animations (well at least one different animation). I use the far away punch kicks for the a,b punch kick moves and the up close animations for the x,y punch kicks. To get most up close animations you'll need to do it multiple times. Most of the time after several hits the other character will go to the ground making it easier to edit the sprites. Also, many of the big attacks have a smaller attack built in if you stand close also. Many moves in DBZ work different up close than far away so try things differently or experiment. Third, most of the DB games when you crouch kick (trip) the opponent does the KO type animations (up in the air then down on their backs). Makes it easier than trying to wait for a KO when you don't need to. The trip animations are the same as the KO animations in almost 100% of the characters out there (probably about 99%). Fourth, do multiple takes of moves to make sure you got some good animations to work with. It's a lot easier to sort through multiple animations than to keep running the game trying to get that one animation. A lot of moves I get between 200 and 400 pics to work with. On Hyper Buu's Candy Munch I know it was over 800 animations that I took and went through. Fifth, don't try to do all the moves at once. You'll only get confused and then give up. Do one move at a time or a set of animations at a time. Overdoing it means you'll either miss something or totally mess it up. Do it little bit by little bit. Saves on brain drain and keeps you from going "how does that move go again? Was it flip, kick, flip, kick or kick, flip, kick, flip?". Keep the move fresh in your mind and your mind fresh. Sixth, remember what game you are doing. Trying to make a character into something they aren't doesn't work too well with a ripped character. Games are made with a certain type and kind of sprites and with certain kinds of moves. Be creative if possible but not too creative. Also remember gameplay or as it was put to me my Chairman Kaga once as "Sure you could make Superman lifelike but he'd be too strong to work in a game" <- not an actual 100% quote but a rough translation of it. Try to keep damage values reasonable but also sort of realistic. Also remember too that most characters are designed around character traits and specialties. Dabura wouldn't be Dabura without spitting and turning someone to stone, Normal Cell not draining people with his tail, Piccolo without the Makenkansuoppo, Goku without a KameHameHa, etc. These usually set a character apart from another character and usually make the character more fun to play. Try to stay away from 50 multihit combo type moves. These get kind of boring after a short while. A couple fine but don't overdo it. Boring having all these multikick/multipunch velset type combos as different moves and not much else. Use variety. Have some in the air, have some on the ground, have some crouching, but not too many and definitely not all the same kind. Seventh, try to keep your character's flat part of their foot on the stage. So many characters out there have the front foot (or back foot too) that is at least 6 or 7 pixels above the stage (mainly Capcom/Street Fighter characters). Either draw a box under the flat feet (they are flat because they are SUPPOSED to be on the stage) or line the feet up so that they are on the stage. When these characters walk, they look bad because the foot that is supposed to be on the ground is up in the air twenty miles. Eighth, don't use old sprites with new sprites. It makes the old look older and makes the character look bad usually. Try to use the character's original sprites or sprites from roughly the same type of game. A Ryu using Bojack's beam from the Galactic Buster move looks pretty bad because the sprites don't look well together same as Hyper Dimension sprites look bad in Super Butouden 1 characters. Things shouldn't look too out of place. Ninth, The palettes from emus are usually not complete. It is good to do all the projectile moves plus the special type moves to get all the different colors needed (explosion clouds, fireballs, laser beams, etc.) What you do is take a screenshot of the char standing there and then screenshots of all the other odd color moves. Take the standing screenshot and reduce the colors to 256 color (originally when it asks if you want to remove the layers say yes).. Don't save the standing pic though at all. If you save the pic the colors will be messed up when you reload it. Also try to use a standing animation with a background to get more colors too. Also, use a character to play against with a good color variety also. Next go to the other screenshots and pick out the odd colors not in the standing pic. Use the eyedropper and move it over the odd color and write down the number on scrap paper and then later add in the color using edit palette into the standing pic and then save the palette. After saving the palette then just reload the standing pic and load the palette on top of it and it will be converted to the color palette. Tenth, the emus I know of have the beam attacks (KameHameHas, etc.) that don't show up without leaving the background on. Leave the background on and take the screenshots that way. Make sure to try to use an odd colored background to make the sprites you want stand out. Use the blue spirit & Time room to rip green Piccolo sprites, etc. Makes it easier. Also, most backgrounds use different colors than the sprites so edit the background out first then convert the colors to the 256 color palette. Makes it easier if you use the original palette than a converted color picture to remove the background. Eleventh, Paint Shop Pro stuff, Paint Shop Pro is most recommended because it has all the features in one package. You need to be able to force a palette, reduce from 16bit to 256 color, color replacement, edit palettes, draw, copy and paste, paste new images, paste as transparent image, add borders, etc. PSP has it all whereas others are missing one or another feature. Finally, it is really much more fun to figure out how to code a move yourself. Don't sell yourself short because if you really do want to you can figure out how to do the move(s) yourself. I have been coding in BASIC since 1981 so I have a definite advantage over someone who's never done coding before but also back in early 1981 I was like most people now. By the end of 4 months I had written programs in BASIC to keep track of songs on my cassette tapes and tried coding many different types of games. After a year (1982) I had written a word based Monopoly game from scratch but it took over 2 weeks to write and debug (I was still in school so I had time then - I never did homework). Good things take time and patience but the time will be worth it if you stick it out. The Monopoly game also had to be word based because the original TRS-80 Color Computer had a whopping 8KB of RAM (24KB ROM and an 8089 Processor with a whopping 2 or 4 Mhz - can't remember specs exactly now - old age). Most computers today start out with at least 64MB RAM and a 500+ Mhz processor (Megabytes (MBs) are millions of bytes while Kilobytes (KB) are thousands of bytes so 64MB is a ton more than 8KB). Start small and work your way up. You'd be surprised what you'll eventually find out along the way.