General Discussion > Art

Sprite Fine-Tuning: Slender

(1/1)

ACagliano:
Here are some of the sprites that I'm gonna be using for Slender the Eight Pages. I am asking anyone with a prowess at pixel art to please make them look nicer. I will upload the image and the bitmap for observation. Thanks.

Also anyone who has or wants to make a sprite of a tall tree, a piece of paper, a shack, a car, and an oil tanker can do so and upload. Remember, 4-level grey, and as though viewed at night.

4-level greyscale:

Slender:

--- Code: ---; layer 0
.db %11111111,%11111111
.db %11111110,%10111111
.db %11111111,%11111111
.db %11111111,%10111111
.db %11111110,%10111111
.db %11111110,%00111111
.db %11111110,%10111111
.db %11111110,%10111111
.db %11111110,%00011111
.db %11111110,%00111111
.db %11111110,%01111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
; layer 1
.db %11111111,%11111111
.db %11111111,%01111111
.db %11111110,%00111111
.db %11111110,%01111111
.db %11111111,%01111111
.db %11111111,%11111111
.db %11111111,%01111111
.db %11111111,%01111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111

--- End code ---

A page:

--- Code: ---; layer 0
.db %11111111
.db %11000011
.db %10001001
.db %10110001
.db %10001101
.db %10110001
.db %10000101
.db %10011001
.db %11000011
.db %11111111
; layer 1
.db %11111111
.db %11000011
.db %10001001
.db %10110001
.db %10001101
.db %10110001
.db %10000101
.db %10011001
.db %11000011
.db %11111111
--- End code ---

ACagliano:
Update:
Sprites are now 4-level masked.

Posted are the slender image, the tree image, and the page image. Below is the bitmap for each. The data is formatted with one byte of the mask, followed by one byte of layer 1, then one byte of layer 2, then rinse and repeat for the whole sprite.

Slender:

--- Code: ---.db %11111100,%00000001,%00000000 \ .db %00111111,%10000000,%00000000
.db %11111000,%00000010,%00000110 \ .db %00011111,%01000000,%00000000
.db %11111000,%00000100,%00000000 \ .db %00011111,%01000000,%01100000
.db %11111000,%00000110,%00000000 \ .db %00011111,%00000000,%00100000
.db %11111000,%00000011,%00000010 \ .db %00011111,%10100000,%00100000
.db %11111100,%00000011,%00000000 \ .db %00011111,%10000000,%01000000
.db %11110000,%00001110,%00000010 \ .db %00001111,%10010000,%01000000
.db %11100000,%00111101,%00000110 \ .db %00000111,%10011000,%01110000
.db %11000000,%00111111,%00011111 \ .db %00000111,%11111100,%01111000
.db %11000000,%00111111,%00011111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00111111,%00111111 \ .db %00000011,%11101100,%11111100
.db %11000000,%00110011,%00111111 \ .db %00000011,%11111110,%11111100
.db %10000000,%00110011,%00110111 \ .db %00000001,%11110110,%11111100
.db %10000000,%01100011,%00110111 \ .db %00000001,%11100110,%11101100
.db %10000000,%01100111,%00110111 \ .db %00000001,%11100110,%11100110
.db %10000000,%01110111,%00110111 \ .db %00000001,%11100010,%11100110
.db %10000000,%01110111,%00110111 \ .db %00000001,%11100010,%11100110
.db %10000000,%00100111,%00100111 \ .db %00000001,%11100010,%11100110
.db %10000000,%00100111,%00100111 \ .db %00000001,%11100010,%11100110
.db %10000000,%00101111,%01100111 \ .db %00000001,%11100010,%11100110
.db %10000000,%00101111,%01100111 \ .db %00000001,%11100010,%11100110
.db %10000000,%01101110,%01100111 \ .db %00000001,%01110010,%11100110
.db %10000000,%01100110,%01100111 \ .db %00000001,%01110010,%11100110
.db %10000001,%01100110,%01100110 \ .db %10000001,%01110110,%01100110
.db %10000011,%01100100,%01101110 \ .db %11000001,%00110110,%01100110
.db %10000011,%11100100,%01101110 \ .db %11000001,%00100110,%01100110
.db %10000011,%11001100,%01101110 \ .db %11000001,%01100000,%01100010
.db %10000011,%00001110,%01101110 \ .db %11000001,%01100000,%01110010
.db %11110011,%00001110,%01101110 \ .db %11001111,%00110000,%00110010
.db %11110011,%00001100,%00001100 \ .db %11001111,%00110000,%00110000
.db %11110011,%00001100,%00001100 \ .db %11001111,%00110000,%00110000
.db %11110011,%00001100,%00001100 \ .db %11001111,%00010000,%00110000
.db %11110011,%00001100,%00001100 \ .db %11001111,%00010000,%00110000
.db %11110011,%00001100,%00001100 \ .db %11001111,%00010000,%00110000
.db %11111111,%00000100,%00000000 \ .db %11111111,%00010000,%00000000

--- End code ---

Tree:

--- Code: ---.db %11110000,%00000111,%00001000 \ .db %00011111,%11100000,%00100000
.db %11110000,%00000111,%00001000 \ .db %00011111,%11100000,%00100000
.db %11110000,%00000111,%00001000 \ .db %00011111,%11100000,%00100000
.db %11110000,%00000111,%00001000 \ .db %00011111,%11100000,%00100000
.db %11110000,%00000111,%00001000 \ .db %00001111,%11010000,%00110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%11010000,%00110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%11010000,%00110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%11010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%10010000,%01110000
.db %11100000,%00001111,%00010000 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001110,%00010001 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001110,%00010001 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001100,%00010011 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001100,%00010011 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001101,%00010011 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001101,%00010011 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001000,%00010111 \ .db %00001111,%00010000,%11110000
.db %11100000,%00001000,%00010111 \ .db %00001111,%00010000,%11110000
.db %11000000,%00011000,%00100111 \ .db %00000111,%00111000,%11111000
.db %11000000,%00011000,%00110111 \ .db %00000111,%00111000,%11111000
.db %11000000,%00000010,%00111111 \ .db %00000111,%01111000,%11111000
.db %11000000,%00000010,%00111111 \ .db %00000111,%01111000,%11111000
.db %11000000,%00000000,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00000000,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00000001,%00111111 \ .db %00000111,%11011000,%11111000
.db %11000000,%00000001,%00111111 \ .db %00000111,%11111000,%11011000
.db %11000000,%00000011,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00000011,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00000111,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00011111,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00111111,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00111111,%00111111 \ .db %00000111,%11111000,%11111000
.db %11000000,%00111111,%00111111 \ .db %00000111,%11111000,%11101000
.db %11000000,%00111111,%00111111 \ .db %00000111,%11111000,%11111000
--- End code ---

Page:

--- Code: ---.db %11111111,%00000000,%00000000
.db %11000011,%00000000,%00000000
.db %10000001,%00001000,%00001000
.db %10000001,%00110000,%00110000
.db %10000001,%00001100,%00001100
.db %10000001,%00110000,%00110000
.db %10000001,%00000100,%00000100
.db %10000001,%00011000,%00011000
.db %10000001,%00000000,%00000000
.db %11111111,%00000000,%00000000
--- End code ---

ACagliano:
bump. I'm not satisfied with my tree at all. Anyone, ideas to make it look better?

ACagliano:
As programming for TI-Slender nears the last few things to be done, I still find myself short sprites and a map. I already have a Slenderman sprite and a page sprite. What i do need is:

1. A tree
2. A creepy tree
3. A car
4. A truck
5. A shack-like building

Sizes are up to the maker's discretion, but keep in mind they need to be in memory as the largest possible instance (viewed from very close up). They may be drawn normally, I will create the masks for the darkness myself. Anyone willing to assist can comment this thread and even upload to this thread, or email me at [email protected]. Please include information for credit to be given to you.

Also, any good map makers in the house?

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