Omnimaga
General Discussion => Art => Topic started by: FinaleTI on June 08, 2010, 05:07:49 pm
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For my Axe Parser contest entry, Nostalgia, I need some help with sprites. I can get enemy sprites and tiles without a problem, but I can't make character sprites well.
What I need:
Male Thief sprite - Monochrome 12x8
Female Knight sprite - Monochrome 12x8
Facing in 4 directions
Also, I would like some help with battle sprites for the same characters, but the size would be 24x16 instead.
Possible poses:
Standby
Getting Hit
Swinging Sword
Casting Spell
Using Item
Status Effect Inflicted
Weakened (Low HP)
Victory Pose
For reference, here are the character portraits, and some stuff I whipped up in Charas for ideas.
(http://i893.photobucket.com/albums/ac139/FinaleTI/KainsPortrait.jpg)
(http://i893.photobucket.com/albums/ac139/FinaleTI/AriaPortrait.jpg)
Main characters' sprites are done.
Thank you in advance and the spriters whose sprites I use will be put in the game's credits.
Credits:
Aria Map Sprites: Magic Banana and Deep Thought
Aria small portrait: Magic Banana
Aria battle sprites: Magic Banana and Raylin
Roland Map Sprites: Nemo and yunhua98
Roland small portrait: yunhua98
Roland battle sprites: yunhua98 and Raylin
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I'll do it, but does anyone know a good sprite editor?
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For calculator or computer?
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MSPaint. XP version.
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I use Photofiltre Studio but that's not free. That's like a stripped down version of Photoshop, but more user-friendly (altough not as much as the Mac OS version of Photoshop).
I think the original Photofiltre, that lacked layers but was still free might be available somewhere, but I'm not sure anymore.
Is Paint.NET any good for Pixel Art?
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Paint.NET is fair for Pixel Art. I does let you get a good zoom on the sprite, but I still prefer to use MS Paint.
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Eh, here's my try at a girl warrior. Feel free to edit it if you want.
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Paint.NET is fair for Pixel Art. I does let you get a good zoom on the sprite, but I still prefer to use MS Paint.
MS Paint corrupts my colors. I start with black and white pixels, but when I save it, some areas get smudged together (ironically, Paint doesn't even support smear). Maybe it's because I'm using Vista. (Or maybe I should stop saving as .png)
Anyway, this is Magic Banana's submission, with a small edit:
Sorry, Paint corrupted the file (again). At least this time the small image is still fine.
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I don't think Paint saves files the right way all the time. With gif files, even if you have under 256 colors some colors will get all funky. If you check my OMnicalc GS tutorial on Omni or ticalc, you'll notice one of the pic has a pink-ish color because of this. JPG has horrible compression. It's best to only use bmp when using paint then use a converter
btw Nice Magic Banana.
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I usually just use Fireworks 8 for basic image editing/creating. I have Photoshop CS4 as well, but it's really too much when just doing basic things to images. Plus, Fireworks does a pretty good job at saving it to all the common filetypes, along with some goodies like alpha transparencies or web adaptive colors. It is also pretty easy to edit animated gifs with it.
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I've never had an issue with the later versions of MS Paint (XP, Windows 7), but I don't know about Paint on Vista... Vista fails on so many levels it wouldn't surprise me if the paint they included with it was screwed up too. D:
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Those look pretty good!
So, I'll give you guys credit in the first post, so I can keep track of everything easily.
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these are pretty lame thief sprites, but my logic was they kinda look like they're running away/sneaking up on something.
edit: and now that i look at them again, they look kind of dirty too :-\
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Here's Roland facing away, not the best sprite, but it looks kinda right...
UPDATE:
Sorry, they don't look as good in paint, I suck with MSPaint
Calc pic attached.
You might want to use nemo's for side though...
I made the pixels aligned now, thanks DJ, any way I did it by savng 8xi as BMP and resized it.
All of them:
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Mhmm some of the pixels in those seems quite off/unaligned
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Mhmm some of the pixels in those seems quite off/unaligned
Well yeah, but there's the calc pic too.
How do you make the pixels aligned?
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I just set my image 96x64 in paint or the like, then when I am done I resize it to 2-3x the size. It can glitch in paint, though. Not that resizing it is necessary, though, since other people can easily do it themselves
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Also, you can press Ctrl+G and turn on the grid in MS Paint, which can be helpful for smaller or complicated sprites.
Anyways, those sprites look awesome as well!
I'll give you guys credit in the first post.
Now all I need are the battle sprites!
Maybe soon I can even post a movement demo of the Shadowed Dimension!
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Cool! Good luck. :D
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Also, you can press Ctrl+G and turn on the grid in MS Paint, which can be helpful for smaller or complicated sprites.
Anyways, those sprites look awesome as well!
I'll give you guys credit in the first post.
Now all I need are the battle sprites!
Maybe soon I can even post a movement demo of the Shadowed Dimension!
For the battle stances, do you need it to show the top half of the body (like the trainers in Pokemon) or the entire body?
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when in the first post you say "24x16" do you mean 24 width by 16 heighth? because you also said 12x8 for the 4 directional sprites which are 8 wide by 12 high.
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Entire body like classic Final Fantasy's.
See attached.
(http://images4.wikia.nocookie.net/__cb20060325081117/finalfantasy/images/5/5c/Final_Fantasy_IV_JAP_Battle.png)
@nemo:
Yes I meant 24 for the height and 16 for the width.
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swinging sword.
i can modify it though.. there's a lot of room for improvement with so much area to use. critique away.
edit: yes, i know. it looks like it's a smelly sword rather than a swinging one, by the way
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Aside from the 'action' lines, it looks pretty good, though the battle sprites I was looking for were of Aria and Roland performing the actions. I would prefer if the standby sprite stayed 24x16 but if you wanted to make the other sprites a little longer, I could work with that.
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oh. oops. i'll do a revision with the character in there. and i didn't mean to make the sprites "longer", it's just conventionally when you specify dimensions it's width by height. so when you say 24x16 i automatically assume it's 24 pixels wide and 16 tall. basically, here's my question:
do you want your sprite 24 pixels wide and 16 pixels tall or 16 pixels wide and 24 pixels tall?
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24 pixels tall and 16 wide.
I'm sorry for any confusion about that, I just assumed height x width, as that is how say, the homescreen's dimensions are generally written (8x16).
Thanks for the clarification though, that's good to know.
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Are the ones you mentioned tin the first post the only battle sprites you need? Just wondering if you wanted one for maybe a weakened/status effect or a victory pose. I'll probably start working on some for the female warrior pretty soon.
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Hmm...
Yeah, that'd probably be a good idea.
I'll add those to the first post.
Please let me know if you think of any others.
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I don't know if you would count this as the standby or ready to perform action (another one to add), but here's the first one.
Quick note, she actually ends up being 16x22, but it looks more proportional that way. There's a white line on the top and bottom of her.
Tell me what you think about it so I can get to the other sprites.
EDIT: Ok, fixed it. Hey, would you mind if I also made a sprite for her portrait? What size would you like it? It looks like its 48x48, but I can downsize it to whatever.
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Looks fantastic!
As for the portraits, could you maybe make them 32x32?
Thanks and keep up the fantastic work everyone!
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Whew, here's the portrait. The hair was giving me a little trouble.
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Those look really good Magic Banana. Finale, this is going to be great! :D
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Wow! nice portrait! That looks amazing!!
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Wow looks like we got some new pixel artists aboard. Nice job guys ;D
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Here's the item usage sprite.
I've also edited the 1st sprite.
Enjoy! ;D
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wow really nice :D
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Those are looking really cool!
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Wow, Magic Banana! Those are incredible! Excellent job. :D
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Magic Banana those look fantastic!
I really like the 32x32 portrait!
Would it be possible to do the same for Roland maybe?
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I got roland:
EDIT: I accidentally made a double post, but I merged them: Do you want 8xi files for Roland?
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Wow really nice ^^
You guys are sure good at spriting and converting
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Okay, I'm back. Great job on the portrait yunhua98. I was planning on finishing up all of Aria's sprites before getting to Roland, but if anyone wants to do Roland (yunhua98), you are free to go for it.
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Thanks, I tried converting the pic FinaleTI provided, but kinda failed and had to modify it. :P
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Wow, yunhua98 that's excellent! Nice job! ;D
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Aaaaand boom!
Here's the weakened state Aria. For status effects, you've got a 5x5 space above her to put whatever.
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nice work again, altough for some reasons she doesn't seems too weakened. Do you think you could make her so she no longer stands up when weakened? Kinda like the old Final Fantasy games for the SNES
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I tried to get her to take a knee or something but I couldn't quite figure it out with such little space to work on. I'll figure something out. I was using the first sprite as a comparison, so you can notice the difference if you switch between them.
I'll check out the Final Fantasy sprites and see what they do. For most of these, I was just sorta freehanding it. ;D
EDIT:Huh, just found out that The NES Final Fantasies used 18x26 sprites. That's weird.
EDIT2: Okay, how's this? I used the FF5 Knight as a reference.
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Mhmm seems better ^^ Nice job again ^^
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Now that I look at it again, the front knee and foot could use a little work, as well as that little blotch on on the front of her hair. Maybe tweak the eyes a bit. Man, it's hard to get detail in a 16x24 monochrome sprite.
EDIT: Yeah, I should get to work on other sprites instead of focusing on 1. Well, here's the edit anyway.
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I like the new Aria sprite Magic Banana and yunhua98, great work on Roland's portrait!
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Thanks. Oh, for the swinging sword, I'm not sure how I can fit her plus a sword into 16 pixels. Is it fine if I just make an attacking sprite and you add a sword to the left of her or something? Also, can Aria use magic? No point on making a sprite that will never be used, right?
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For the swinging sword, I can add the sword separately if you'd like. I just need Aria performing the action.
Also, yes, both Aria and Roland will be capable of using magic.
In fact, I should update the project thread about the types of magic.
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Alright, sounds good.
Here's the getting hit sprite. It turned out pretty good.
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Magic Banana == Awesome with sprites
Seriously, you're really good. Keep up the awesome job! ;D
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wow nice ^^
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Sword sprite?
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Nice Raylin! Good job also. :D
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Sword sprite?
you know, I think you should really consider using his, even if it's only one with all (or almost all) the rest Magic Banana's
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Thanks for the comments guys. That sprite looks pretty good Raylin. Didn't think of positioning her that way.
Here's a victory sprite for you ;D
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Lol I love it :D
I am glad there are finally some artists aboard, because back then I remember we had to redirect sprite requests to MaxCoderz (when it was still a bit active) because no one would reply here XD
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lol
any way, here's a magic one for roland, but the BMP is out of scale, if you want to use it, take the 8xi.
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Magic sprites for Aria.
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they're great! I am curious how it looks like, animated. Let me check something...
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Lol I love it :D
I am glad there are finally some artists aboard, because back then I remember we had to redirect sprite requests to MaxCoderz (when it was still a bit active) because no one would reply here XD
Ha ha thanks. Didn't realize I was such a good sprite artist. If I keep this up, I won't be able to work on my projects. Just kidding guys ;D
I enjoy helping you guys out in any way I can.
EDIT: Hey Raylin, I hope you don't mind that I edited your sprite to give it the same style as mine. I'm sure FinaleTI will give you credit for it. :)
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No prob, no prob.
But, yeah, Magic Banana. Same thing happened to me. I didn't know I was such a good pixel artist.
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Lol don't overhelm yourself too much either though. Just help if you can and want too ^^. Plus I don't want to see your project die :P
Btw, here is Raylin magic sprites animated to give everyone an idea:
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Wow, those magic sprites look great animated!
Hmm, Hey FinaleTI, I think that covers all the battle sprites for Aria. Do you need any more or is that it for her?
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You need dead sprite, right?
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Ah, of course. Even the best of heroes have bad days. I'll get right on it.
So, do you want it 16x24(normal) or 24x16?(wide)
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Dead sprite.
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Ah! Beat me to it! That was pretty fast.
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Yeah. Sorry. :P
Pretty much when you get a base sprite, the rest is easy. :)
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very nice again :D
Btw I asked because in some RPGs, when the char dies, it either dissapears completly or it turns into a ghost (Secret Of Mana is an example of the later)
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Well, here's mine. I did it Final Fantasy style where they have their feet sticking up. The Halo was just because I don't like having a bunch of empty space. ;D
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mhmm somehow I like that one better I thinl. Not sure about the Halo, though. Idk
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Here's without the halo if it is bothering you.
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Well, what kind of mood is this game set in?
Serious or whimsical?
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I don't mean to detract from the topic too much, but serious kudos on all of the sprite art in this thread.
Also, oddly shaped sprites ftw.
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I don't mean to detract from the topic too much, but serious kudos on all of the sprite art in this thread.
Yea, you guys are really good. Each time I open this topic I'm greeted with a few awesome sprites. Thanks. ;D
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Whoa! I really like the new sprites! ;D
I'll give Magic Banana and Raylin credit for Aria's battle sprites.
@Raylin: I want to try and make this game as serious as possible, but I'm not sure how much I can develop the story, while I can only have 8kb of executable code. I wonder if it would be OK if I made a separate intro program that's not required to play the game, like in Final Fantasy 1.198.
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Roland Sword Sprite.
You might want to wait for Raylin or Magic Banana's though, I'm not as good with these.
Update: Added Roland Standby
Update2: Roland magic animation. Thanks Raylin for the idea.
Update3: Roland gets hit. Ouch!
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Standby and Hit Animation.
The trick with the hit animation is to flash that little damage star in front of the sprite.
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Roland's victory pose:
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Nice again! :D
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Thanks!
Anyway, here's a weakened Roland:
Does it look like he is weak?
EDIT: I'll be gone for a while, most likely.
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Well, sort of. Maybe put him on his knees?
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mhmm idk, he might need to have his legs more like he has trouble standing up. It's a good start, though
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Well, in that case, someone else will probably have to pick up from here, I'll be inactive till July 5th or so.
I'll still check every once in a while tho.
@Mr_Coding_Knight: He's supposed to be on his knees, but I did it fast, so it doesn't look like it. :P
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@Mr_Coding_Knight: He's supposed to be on his knees, but I did it fast, so it doesn't look like it. :P
Ah, my mistake. Sorry.
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Aw sorry to hear you'll be inactive. I hope you remain into calc stuff though and that you return on July 5th
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It's fine Mr_Coding_Knight, here's an update:
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Nice job yunhua! Have fun while you're inactive. :D
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Nice
I hope you have fun indeed ^^
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Nice work on the sprites guys, I've been busy with programming and such, and got some nice progress. If you still need any help with sprites or such, Don't hesitate to ask.
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Nice to hear! Can't wait to see what you are coming up with! (screenies :P)
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Well, so far I'm just getting the basics to work (scrolling, collision and such) before I start to hash out the details. I'm thinking about going for half-byte maps, but I can't get the smooth scrolling and collision to work on it.
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yeah that part seems very hard x.x
I can't wait until MrCodingKnight posts a tutorial or something with some code examples (altough you can't use way too many third-party code, since it would impact on your originality score a bit) so I can figure out as well.
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Nice job yunhua! Have fun while you're inactive. :D
Trust me, I wont, 7 hours of math everyday for 3 weeks!
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Oh wow, ouch x.x
Some special classes?
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Kinda, Duke Talent Identification Program Summer Camp, VERY limited Computer access, supposedly.
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Aaaah ok, I see.
Well, good luck, and I hope after this Summer you come back into calc stuff and the forums ^^
(I often notice people leave during summer, then they never return again once it's done. That didn't happen as much last Summer, though. 2006 was absolutely terrible, though...)
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Kinda, Duke Talent Identification Program Summer Camp, VERY limited Computer access, supposedly.
Hey, I did that! :D Not as bad as it sounds (unless you get sick and start puking like I did... *ahem*)
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Kinda, Duke Talent Identification Program Summer Camp, VERY limited Computer access, supposedly.
I thought about doing that, as it sounded very cool. I'm not taking it however. =/
Which class are you taking?
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Roland using an item (potion)
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That one looks really cool! Nice job! :D
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Thanks, i somehow got a hotel with free comp usage.
any way, i didn't like the mouth or chin in the portrait, so here's an update, you don't have to use it.
EDIT: FinaleTI, what do you mean Status Effect inflicted?
EDIT2: Roland Dead Sprite. I can remove the "Done 4" or you can just not copy it to the calc. Or you can have the "Done 4"! :P
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wow nice again :D
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I really like the Roland portrait! It looks great. As always, excellent work. ;D
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Any other spriting work needed?
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@yunhua98:
By status effect inflicted, I mean that the character looks weakened with space near the top to put a status effect symbol.
@Raylin:
Not yet as far as I can tell, but once I decide on the bosses and such, I will post info on this thread.
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I've decided that yunhua98's current weakened sprite for Roland will work for status effects, much like Magic Banana's for Aria, so a new one isn't required.
Now, I am currently working on the intro program and for telling the origin of the universe, I need a static middle grey landscape.
I am asking for a screen that shows part of Alteria when it was peaceful, shortly after it was first born. This can be what ever kind of landscape you see fit, though you can only use one shade of grey and white for it, as it will be projected behind scrolling text.
Please let me know if this is unclear.
Also...
See attached.
Please note that this is running at 6mHz.
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This is nice. I like how you have both characters following each others. I also like the FF1/MQ style of your maps. It looks old skool in some ways.à
As for parts of alteria, I might try to find a backdrop from Ys series and see if I can resize it later. However I can't guarantee anything because I'm not too great at converting multiple color images to monochrome, especially low resolution, so I encourage other people to post ideas if they have any.
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I'll get right on that.
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Wow, that screenie is awesome! Nice job! ;D
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Thanks!
I've almost finished the walking engine for the Nostalgia dimension as well, then I just have to implement event tiles into the shown one, and compile them into one program for testing of dimension swapping.
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Will you use sprites for the ASCII chars, btw? That might be faster if you eventually need a lot of speed (TI's text routines are rather slow)
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Actually, while using Output( and currently the test map has 3 event tiles and a character following you and in order for it to not mindblowingly blaze through the map, it has to be set to 6 mHz, and it still runs fairly fast.
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aaaah ok I see. Wouldn't it be better to use Text(1,1 (with chars setup to big font and not update LCD)? though because it would probably be smoother since everything would refresh at once instead of char by char and then your game would not glitch on OS 2.53MP
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It updates fast enough that you can barely (if at all) see that it doesn't update all at once.
And Output( doesn't work fast enough in ASM on 2.53 MP?
And isn't Text( slower than Output(? Or is that just BASIC?
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Aaah ok. As for text being slower than Output, I am not sure but there were a lot of reported issues regarding OS 2.53 homescreen games (which is what Output uses)
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It at least seems to be slower in BASIC in OS 2.43.
I'll have to test it with Text( soon, but then I'll have to shift the map data and collision to the back-buffer...
This is because my map storage style is the same as Illusiat and ROL, in so much as that it is stored as a picture.
This way, I can have massive maps that are only about 756-768 bytes when compiled. Plus, pxl-Test( (or pxl-Test()r for that matter) is fast!
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Oooh I see now. I thought about doing that if I ever do a Axe RPG but I was not sure about how to grab the map data and display on the screen without recalling it in the buffer. However now Axe supports Pixel-test()r so it would be much easier :D
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Using Pixel-Test like that is genius. Awesome idea! :D
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Well, I can't completely take credit for the idea, since I did get the idea from DJ's older RPGs.
Actually, a while ago I had made a scrolling ASCII mapper in BASIC that would use pics as the source, but even on an SE it was painfully slow. Really funny thing is, in 15 MHz mode, my Axe version will run too fast.
EDIT: Fixed a few things that were bugging me, since the original post was from my iPod.
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Yeah Axe is so fast compared to BASIC XD
I think some stuff runs as fast as ASM. Also I like to see more old skool games around. I hope you finish this :)
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That looks great so far FinaleTI. Can't wait to see the battle system ;D
Oh, for that scenery backdrop, are you talking about something similar to the opening of FF1, where there's the castle and the characters in the back and scrolling text coming down? Also, you don't want any black at all in it, right?
EDIT: Here's what I whipped up in a couple minutes. Thoughts?
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I like it. :D
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Mhmm personally I wouldn't use that one, despite how good it might be, because it has already been used in another calc RPG:
http://www.ticalc.org/archives/files/fileinfo/234/23497.html (see title screen)
Some people may think you ripped it off that game and might see this as bad. For sprites it can be ok but an entire pic might not be seen as well if it's already used as it is in another calc game.
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Oh wow, it's almost the exact same. Sorry, I didn't realize that people have used that (almost) exact screen before. :P
I was using that as a visual aid to what I was asking about. I'll try to make something else using some not-as-popular games as references for this one.
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If you draw the text directly to the buffer instead of the screen, its lightning fast. There is a Fix command for changing that setting (it is screen by default). Its like the difference between a Pxl-On() in BASIC and the same command in Axe since it doesn't need to update the LCD after every single letter.
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@Magic Banana:
Perhaps something from a later Final Fantasy would work if you wanted, as that the really the only (true-ish) Final Fantasy port for the TI-83+/84+ to my knowledge.
@Quigibo:
I remembered that from an earlier post (below), so I'll have to try that.
Right now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.
If you set the buffer flag when displaying text, the text is drawn to the buffer instead of the screen which is much much faster. And then, when the screen is updated, it displays it all at once instead of that scrolling effect. You can write an external assembly program (or even an Axe program) that toggles the flag for you. You would only need to call it once in the beginning and then once at the end to set it back to normal.
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Well, here's from Ys 3. It was kinda hard to get all the detail with two colors. ;D
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That one seems quite good. From which Ys 3 is it from, btw? NES, SNES, Genesis, Turbo, original?
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It's the map from the SNES version.
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Here is the ASCII scrolling engine in OS v2.53 MP.
It doesn't seem to be any slower to me.
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My concern was more about text screwing up and stuff. I am glad it seems to work fine.
And nice speed, I am glad 2.53MP won't cause ASM text usage to not slow down like the TI-OS. I guess it's because in ASM it doesn't really execute anything else when displaying
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Tentative battle mock-ups.
Please let me know what you think.
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wow nice! I like the fonts, sprites and layout. Is the stuff to the right like the time bar in which orders actions will occur?
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Thanks!
Yeah, the bar on the right is essentially the turn order thing, and can possibly be influenced by magick, I'm not sure yet.
(Yes, I'm calling it magick for anyone wondering, cuz it sounds cool.)
Also, I found the font in a topic in this sub-forum.
I think Zera posted it and said that anyone could use it, so I figured I might try to use a custom font, since I can actually get decent speed and size from it with Axe.
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Aaah ok I see. For magic, you could make it so it takes a short while to cast stuff with more powerful magic maybe. As for Magick, I wonder if that was what E:SoR uses? You might want to check so the names you choose for each spell are not too similar to Iambian/Zera project.
As for the font I guess I forgot ;D I need to re-check again this sub-forum at one point for old stuff (and to see if I don,t have anything to upload myself) ;D
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This is looking really nice, it'll definetly be a tough entry to contend against. It's lucky that you found some great spriters to help you out with this. Zera's Custom font looks cool in there too.
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@Art_of_Camelot:
Thanks!
@DJ:
I don't think we'll have a problem with the magick names, as to my knowledge, E:SoR is using the regular elements, while I'm using Light, Dark and Star. But I will keep an eye out for similarities, so thanks for the heads up.
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The battle screen looks pretty nice so far. The custom font really helps too. I really like that turn order bar on the right. Keep it up, this game is looking great! :)
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This looks great! I'm sure this is going to be tough competition. ;D
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Thanks. I'm trying to figure out an easy way I could animate the order bar scrolling up to the next character when it's their turn. Perhaps conj() (or Copy())?
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I think conj() could work. :)
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Actually scrolling up would be Copy()r (reversed) and only if the width of that last column is exactly 8 pixels.
Although it might just be easier to just redraw those sprites, especially if you don't need smooth scrolling.
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The border is 10 pixels, so I could for loop it drawing 2 bytes.
And I thought about just moving the sprites, but I figured I should at least try to animate turn transition.
Edit:
So as not to double post, I'm just putting the new sprite request in this post.
I need generic male and female NPC sprites.
They need to be 8x12 and facing in all 4 directions.
Thanks in advance!
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Bump!
As per my previous edit states:
I would like generic male and female NPC sprites.
They need to be 8x12 and facing in all 4 directions.
Thanks in advance!
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Just 1 set of generic male/female? Any recommended age for them or just make 'lol peoples'?
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is it bad that I read that as loli peoples at first...
anyways, I'll try my hand at making these ;)
I'll just try and grab some genericy sprites
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is it bad that I read that as loli peoples at first...
I blame #omnimaga :P (this happened to me with this post by Graphmastur (http://ourl.ca/6163/97612) ;.; )
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is it bad that I read that as loli peoples at first...
Loli you say?
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Lol that made my day. :P
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lol, magic banana. :P
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Well, to be fair, I thought one day to maybe make a parody of #omnimaga involving Genolo and lolis :P so those sprites could eventually be useful ;D
The game would need to be modified for the ticalc.org version, though, else it would violate their TOS.
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I don't know why, but I was bored so I made this for my best good friend, _player1537. ;D
If you are wondering, it's 64x96. ;)
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wow that looks great!
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Awesome :D. Did you do that by hand? It looks great!
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thank you magic banana, I assume this is for going on calc? it looks great :)
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Yeah, I do all of my sprites by hand. Basically, I just have a picture up as a reference while I draw it all out in Fireworks. :)
thank you magic banana, I assume this is for going on calc? it looks great :)
You can put it on a calc if you want. ;D I saw the width was exactly 64, so I added that little nametag to make the height 96. I was just bored (really bored), and I don't really have any plans of using it.
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what is fireworks? also, I'm going to see if I can't get this on my calc :)
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On calc?
Like this?
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Macromedia Fireworks is an image editing program, far inferior to Photoshop (which I also have), and was before Macromedia was bought by Adobe. It's mostly used for editing bitmaps and vectors, as well as slicing images for web designers. I use it because I'm most comfortable with it and it does most of the image editing that I need. :)
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I think I used it before, but it was like 6 years ago. I should look for a copy at one point because it was quite nice for some stuff. I like Photofiltre Studio, though. (which is another inferior clone of Photoshop)
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what program did you use to make the program? I can't run it from mirage, and asm( doesn't work either
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Yeah, it's pretty old. I've had it since around 2004 or 2005, and I've never needed to get rid of it. Adobe still makes versions of it, but all of the new 'features' seem to just get in the way for simple picture editing.
what program did you use to make the program? I can't run it from mirage, and asm( doesn't work either
Asm( works for me on wabbitemu. Try running it twice, because sometimes it just goes straight to Done without displaying anything.
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Really? I thought I exported it as a standalone program from rigview.
I redid it and tested it in wabbit. It should work. I would just recommend running it from inside another program like this:
PROGRAM:A
0->getKey
Asm(_theta_PLAYER
It may take a few tries, but it should work.
It might not have worked because rigview stuff can be finicky and think that the keypress you used to execute is the keypress that ends its execution.
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Alternatively, you can make two copies of the image, one where the ligth gray is white and dark gray black and the other vice-versa, convert both to HEX and then put them into an Axe program and display the data on the screen using Axe commands.
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Yeah iStudio2 is nice for that.
Actually, if you wanted to do that, here's the group with the two pics.
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the issue, though, with pics, is that they remove the last row of pixel most of the time. On top of that, iStudio has a bug removing the 96th column as well.
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Awesome job Magic Banana! ;D
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More characters!
General Arc:
(http://i893.photobucket.com/albums/ac139/FinaleTI/GeneralArc.png)
The general leading the Black Claw under Lord Frey's militaristic rule. He and Aria were once good friends before Frey took over. Because of his superior combat knowledge he was promoted to general of the Black Claw, while Aria stayed little more than a regular knight. He believes he is fighting for justice and will hunt down and dispose of Aria, as per orders, regardless of the fact they were once friends.
Lord Frey:
(http://i893.photobucket.com/albums/ac139/FinaleTI/FreyPortrait.jpg)
The tyrannical lord who rules the Shadowed dimension with an iron fist. He was once a general of the Royal Alterian Army, before Dākumeshia corrupted him.
Dākumeshia:
(http://i893.photobucket.com/albums/ac139/FinaleTI/DkumeshiaPortrait.jpg)
The 'Dark Messiah', a being created without a soul to serve the First Dark, one of the two original great beings who shaped Alteria. His purpose is to destroy the Creator, so that his master can take over Alteria.
Note: Dākumeshia is the romanization for a Japanese phrase meaning 'Dark Messiah'.
This was posted by FinaleTI on the project discussion thread, but I thought I would post it here.
And here's a protrait of General Arc
I'll have more time tonight (probably).
Edit: More info:
Yes, I would need sprites of them.
Dimensions 16x24, same as Aria and Roland for in battle, and 8x12 for map.
Lets see... For battle I'd need:
Standby
Hit
Casting Magic
That should do it.
Thanks for all your help.
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Thanks.
I meant to get around to posting it here.
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Here's Lord Frey's Portrait:
Edit: the Dark Guy. He was actually pretty easy.
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they look pretty nice :)
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Thanks, but I just realized portraits weren't on the list, oh well. here's Arc's Standby Sprite:
I kinda just modified the Aria sprite since the mask thing is like long hair.
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That's fine. I actually forgot about the portraits for a sec, and will probably use them for dialogues.
The portraits and Arc's sprites look pretty good.
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I really can't wait to see the game in action (animated screenshots) with those
Btw how long did you plan the game to be? Something like Illusiat 13 lenght would be cool *runs* ;D
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The length of the game depends on a couple of factors.
1) Whether or not app compiling becomes available soon.
2) How soon it becomes avaiable.
3) How much memory enemies take up.
4) How complex it is to handle enemies' stats in battle. (Kinda pissing me off right now)
5) When I finish the magic animations.
Etc.....
That's just what I can remember off the top of my head.
I am planning about 3 bosses, then the final boss. Unsure of how many enemies, maybe 4 or 5.
As for animated screen shots, I'm currently in the process of building the battle engine's GUI, so that might take a bit. As for maps and the like, I should be able to finish the Nostalgia dimension's map engine in no more than a few days. Then, I just have to cobble together a good dimension swapping animation...
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yeah I am unsure how big a RPG would compile in Axe with battles, the menus and stuff x.x. I hope it's not too big. The positive thing is that the data is considerably smaller than in BASIC
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Hmm, I'll see what I can whip up in my free time. btw, do you want only those 3 sprites for those characters or do you want the same amount of sprites that Aria/Roland had?
Also, what kind of weapons do each of them use?
EDIT: Well, here's what I made so far. I made the portrait of Arc look more like his personality described. I also did his standby. I'll do more of his tomorrow.
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Oooh nice! I especially love the last one :)
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Nice! I really like that portrait! ;D
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Nice!
As for weapons, Arc would wield a sword, Frey either a sword or scythe (which ever is easier to sprite), and Dakumeshia would just wield magic, so perhaps a magic burst or something. I believe I only need those three poses because they are tentative bosses for the game. I might have a short sequence in which Arc is playable though, but he'd have limited actions in battle. (like General Leo in FF6 :))
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FFFFFUUUUUU!!!!!
that taken care of... awesome sprites :)
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Sounds like a good idea FinaleTI :)
And darn you I lost the game :(
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Nice!
As for weapons, Arc would wield a sword, Frey either a sword or scythe (which ever is easier to sprite), and Dakumeshia would just wield magic, so perhaps a magic burst or something. I believe I only need those three poses because they are tentative bosses for the game. I might have a short sequence in which Arc is playable though, but he'd have limited actions in battle. (like General Leo in FF6 :))
Oh wow, that was exactly what I was thinking when making him. ;D
I think that Frey should definitely have a weapon other than a sword, because you don't want everyone to be swinging swords around.
Oh yeah, can all of them use magic? I'm thinking instead of magic for Arc he can have a 'sword skill' sprite. Would you want that animated like the the magic sprites? If so, how many frames in it?
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Sword skills sounds good... (General Leo's Shock! :))
However many frames you see fit as long as it's not more than like 5 or 6.
Everyone but Arc can use magic.
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arc-sword sprites
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Nice :D
I wonder how many sprites total will be used?
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Here's him getting hit.
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Yayz!
Looks good.
Also, for anyone who wants to help sprite a critical part of the game's story, please PM me, so that I can PM you the details. I want to do this without releasing too much info to the public, as this has to do with the game's climax and ending and I don't want to spoil anything.
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This is sort of late, but I just noticed, is that a Nazi Symbol on Arc's face? (Magic Banana's Portrait) ;D
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Lol wow I just noticed x.x
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Oh wow, now that you mention it... :o
Well, it's supposed to be a sort of swirly cross. It doesn't have the corners so it's not exactly like it, but still... :-\
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My only concern is that some ppl would prbly think it's a reference to nazism and report the file on ticalc.org ;D
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Maybe just swapping it with a diagonal scar (That is a scar, right?)...
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Another solution could simply be to invert the direction of the corners. It wouldn't be the svastika anymore (altough I guess some ppl might still think it is)
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Yeah, it's a scar. DJ's idea sounds pretty good.
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It just looks like a scar to me...
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Yeah, it looks like a scar to me too, but they are some people out there who wouldn't realize or wouldn't want to realize that, and it would be best to take precautions to prevent someone from reporting this to ticalc if I submit it there (and I most likely will after the contest).
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Here are a couple of different revisions of Arc's scar I did. The first one is the original for comparison. Which one do you guys think is better?
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I like the first one the best still, but as its not allowed, I choose the second one. The other ones make his mouth seem lopsided. O0
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The 2nd one seems nice
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I agree. I like the second one too. :)
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The second one looks best! :D
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The second one works best (after the first). ;D
I remember that it actually took me a while to get the scar right. I tried a whole bunch of 'em (including the ones you have up there) and the one that ended up looking the best was the one I posted.
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First one remains the best, but the second one is pretty good too.
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Well, since the "secret stuff" is done, we might as well get back on track with the boss sprites, so here's a Lord Frey standby sprite.
@FinaleTI: if you don't want the scepter or want it changed, just say so. :)
EDIT:
Still felt uncomfortable:
Another solution could simply be to invert the direction of the corners. It wouldn't be the svastika anymore (altough I guess some ppl might still think it is)
so..., I made a change!
what do you guys think?
EDIT2:
here's a Lord Frey Sprite holding a scythe.
I couldn't find a very good way to position the scythe, so I'm open to suggestions.
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The standby sprite for Frey looks awesome! Could you make sprites of him casting magic, getting hit, and attacking with a scythe as well? These can be a little wider than 16x24 if necessary. The revision of Arc's portrait looks pretty good, too.
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is the scythe sprite in the previous post okay? cause I edited it after you posted. (by 24 seconds)
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Looks good! :)
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thanks. here's the magic sprites.
I thought I'd make them different then the others.
the trick is to keep the right edge at the same coordinates and show the sprites so it looks like the magic is gathering up and extending.
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Oh man, I need to get on the bus. Has anyone done Dākumeshia yet?
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no but I'm getting ready to.
offtopic: why do you need to get on the bus?
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No, Dakumeshia hasn't been started yet, Arc hasn't been finished, and Frey currently only needs a getting hit sprite.
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It was a metaphorical bus. I should probably get to finishing Arc before working on Dakumeshia.
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oh wow I'm stupid. With the increase of mobile devices, I thought you might've been on an iPod Touch or something at a bus stop.
As for the Dakumeshia, Can he be like a dark half robed figure? like with his ankles and feet showing and his hands showing? because when I tried making a completely covered figure he just looked like a dark glob.
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Whatever looks good works for me.
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Okay.
anyway, here's the last Lord Frey Sprite.
what's missing from Arc's Sprites?
EDIT: I wanted to see if it worked:
(http://gifup.com/data/gifs/e/e/1/ee14f2b405.gif)
Yeah, I know it's terrible quality, but it's just for the idea.
does anyone know a better online GIF animator?
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Attacking with sword and getting hit for sure. Possibly a sword skill animation, but this doesn't have to be done.
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arc-sword sprites
sword sprites? (pg 13)
yeah, your sprite request thread has gotten quite messy with all the sprites your game need. I wish the you could release a demo...
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13
stupid caps lock...
(http://www.iaza.com/work/100715C/arc-swod-up8716590498-iaza.gif)
9sorry, i wasn't looking at the screen, I was looking at a rather interesting pic in a book. Else I would have noticed the caps lock beforehand. And when I hit backspace more than a few times it goes make one webpage. ???
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The capslock actually makes that sentence pretty funny. ;D
Actually ...
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lol I just noticed that. ;D
back to sprites, here's the Arc hit sprite:
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It does actually. I also kinda find that fact that you referred to me as "the you" funny.
On a more serious note, thanks for reminding me about those sprites. Actually, I'll probably just use that animation for his sword skills. Essentially, the sword skills are his special attacks, since Arc can't use magic.
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ah... that was because I made a mistake but backspace wasn't functioning properly and I wasn't looking at the screen. :-[
then do you need a normal attack sprite, or are you just going to use the first sword sprite as normal?
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I'll just use the first frame of that animation, the first sword sprite.
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ok, here's a really bad (IMO) sprite of Dakumeshia. (At lest it's not a glob any more.) :P
I'm completely open to suggestions.
Edit: Now that I look at it again it looks like a really muscular ninja with an over sized mask. ;D
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Here's another Dakumeshia sprite. Again, I'm open to sugesstions.
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Looks good, but Dakumeshia doesn't wield a weapon. He just uses magic.
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He's not so much a beefy ninja and more of a bad magic dude.
I don't know, I'm tired. :(
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Looks good, but Dakumeshia doesn't wield a weapon. He just uses magic.
Oh, then is there like a magic animation and another not animated "Sword attack" replacement like holding a ball of energy?
PS, ask if I didn't word it clearly.
Edit: Well, anyway, here's the animation:
(http://www.iaza.com/work/100716C/Dakumeshia-magic-18678342672-iaza.gif)
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I just realized, don't you need dead sprite's for Arc and Frey?
Edit: Wait... Arc's boss #7 and #10. so how's he gonna die? (if at all) or do you just want a defeated pose?
EDIT2: Well, anyway, here's the dakumeshia hit sprite.
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I don't need a dead sprite for Frey, but I actually do need one for Arc, because he will be playable for a short time.
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alright then, here it is! I made him really mangled and smelly because in my opinion, it's really expected of him.
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Is Dakumeshia done?
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Kinda. His human-like/first form is done. But I still need sprites for his second form:
The Dying of the Light, the final boss of the game. He is a gigantic demon born from pure darkness, created to return the world to darkness.
The sprites can be as large as 51x51. Preferably the height should be 51, but the width can be whatever looks good with it.
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sorry, could you explain more, are you saying that will be like some great black ball of smoke with eyes and arms? ???
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I didn't envision him as a ball of smoke with arms and eyes, but maybe something like this instead.
(http://i893.photobucket.com/albums/ac139/FinaleTI/Julius.png)
I envisioned him somewhat humanoid, but also demonic.
Remember he can't be bigger than 51x51, is monochrome, and should face the player.
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Hmm, this sounds interesting. I'll play around a bit with it.
EDIT:Here's what I got. It's pretty tough to get all the detail into something that big in just monochrome. :P
EDIT2:Just realized it isn't really facing the player. brb :-[
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Looks awesome! Could you make it casting magic and attacking? For the attack, it could just simply slash or hit the players.
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Here's a much cleaner boss guy. I think he looks closer to Dakumeshia than the other one.
As for the attacking and magic, it might take a while. I might just make one animation for just attacking in general.
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That's fine. The new sprite looks awesome.
Here's a mock-up of the final battle if you wanna see what it'd look like right now.
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Now that is a tasty picture. ;)
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Bump!
As per my previous edit states:
I would like generic male and female NPC sprites.
They need to be 8x12 and facing in all 4 directions.
Thanks in advance!
Have you gotten these yet? Or are you done by ripping some off the internet? ;)
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wow that makes me want to play the game even more :D
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yeah, same here.
But here on some NPC's anyway, as a result of boredom.
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Nice ^^
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@Magic Banana: Wow dude... Both of those boss sprites are magnificent! Awesome job!
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[offtopic]Damn. At this rate, Mother 3 is gonna lose for sure.[/offtopic]
Great sprites though.
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@yunhua98: No I hadn't gotten them yet. Thanks for the male ones, they look good.
Perhaps if I have room, I could use Magic Banana's first sprite as a secret boss, since the second one is gonna be the final boss.
Edit: Hmmm...
(http://i893.photobucket.com/albums/ac139/FinaleTI/monster-2.png)(http://i893.photobucket.com/albums/ac139/FinaleTI/Xande.png)
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Oh noes! you found my secret! :o
Yeah, it seemed to fit perfectly with what you were looking for, so I figured what the hey, no point in re-inventing the wheel. :P
Besides, I'm not THAT amazing at pixel art. I usually use some sort of reference to help me out in drawing. Some of the references are much more obscure than others though, such as modeling Arc after the crest in FF5 samurai's helmet or Aria after Firion's feet. Yeah, i know. :P
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No prob. I'm actually a big fan of FF3, and I have to agree that the sprite fits very well.
I was wondering though, what did your first monster sprite reference?
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Oh noes! you found my secret! :o
Yeah, it seemed to fit perfectly with what you were looking for, so I figured what the hey, no point in re-inventing the wheel. :P
Besides, I'm not THAT amazing at pixel art. I usually use some sort of reference to help me out in drawing. Some of the references are much more obscure than others though, such as modeling Arc after the crest in FF5 samurai's helmet or Aria after Firion's feet. Yeah, i know. :P
Well, That's better than me, I usually use a picture converted to Monochrome as a reference.
EDIT: You know, I just now realized that I capitalize random words.
EDIT2: Here are some female NPC's. Although it would be awesome if you used the loli sprites Magic Banana did. But then you couldn't upload it to ticalc.org.
Anymore sprites needed? For some reason, doing sprites for this game is exciting; it always takes unexpected turns, you would be a good storyline designer even for Nintendo. ;)
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Oh noes! you found my secret! :o
Yeah, it seemed to fit perfectly with what you were looking for, so I figured what the hey, no point in re-inventing the wheel. :P
Besides, I'm not THAT amazing at pixel art. I usually use some sort of reference to help me out in drawing. Some of the references are much more obscure than others though, such as modeling Arc after the crest in FF5 samurai's helmet or Aria after Firion's feet. Yeah, i know. :P
Ah, never played FF3. They still look decent for being downsized though.
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No prob. I'm actually a big fan of FF3, and I have to agree that the sprite fits very well.
I was wondering though, what did your first monster sprite reference?
I used Astaroth from FF2. I really liked the art style of the early Final Fantasies. :)
Well, That's better than me, I usually use a picture converted to Monochrome as a reference.
EDIT2: Here are some female NPC's. Although it would be awesome if you used the loli sprites Magic Banana did. But then you couldn't upload it to ticalc.org.
I don't like using converters all that much because they really kill the quality and I find it looking much better if I do it all by hand. ;)
I think he can still use the loli sprites. As long as he doesn't use them for anything 'questionable', it should be alright to have children in games.
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@yunhua: Thanks!
So far, the only sprites I can tell I need right now are the overworlds for Arc, Frey, Dakumeshia, and a solider of the Black Claw (dark knight).
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Wow I missed an entire page of this topic (the one with the caps lock quote in Magic Banana's signature). Those sprites were pretty great and I like the new stuff that got posted since I last posted too. Nice job, guys :D
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Had some free time so I drew these up. I can't remember what Frey looked like, so I'll get back to you on that one.
EDIT:Okay, found it. I gave him a cape/cloak because he didn't really have any distinctive features.
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well, here's my frey map sprites.
Edit: Actually, Magic Banana ninja'd me when I was going to post Frey and Arc and she already had Arc; so here's just Frey.
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Nice again
Also @Raylin don't worry about it. Plus since you have a Mother clone, it's gonna create a big competition I think, since a lot of people like that game. Just make sure to finish a playable game or complete enough demo in time :)
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I have been working on the text routine recently, and I realized I need a border for when I display the text in conversations.
I'm looking for a border styled after an old scroll. The top and bottom can't be more than 2 pixels tall (see bold lines in attached pic). The right and left sides can be as thick as you see fit.
I'd also like to request an 8x8 cursor styled like a quill. This would be displayed in the lower corner of the text box during a conversation to signify a page break.
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I tried my hand at making a quill. It's not too great, but I tried.
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Thanks! It looks better than what I would have come up with.
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scroll?
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I was thinking more along the lines of the border used for the title screen in this post. (http://ourl.ca/3609/79471)
Edit: What I meant by the top and bottom border size isn't necessarily that you need to have the bold lines, but that they can't be larger than the 2 rows.
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Actually, I made something myself that works pretty well.
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This is epic
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Wow. It's been a long while since I posted here...
Anyway, I found something that would make a cool dimension swapping animation, but I need some help resizing it.
It's right here (http://www.spriters-resource.com/ds/pkmndungeon2/sheet/26230). Monochrome, please. Thanks in advance. :)
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this looks relatively simple.. working on it.
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That actually looks really sweet :D Good luck on getting that made, nemo.
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Thanks Nemo.
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finaleti, i forgot to ask. what are these being resized to?
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96x64, fullscreen.
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would 85 x 64 work, with 5 pixels padding on each side?
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If that works best, sure.
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i can't do it :/ i overestimated myself. here's what i have so far if anyone cares to pick it up for me
and sorry for the long post
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How's this look? I just modified Nemo's a little.
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Wow, that's wonderful both of you! ;D Great job. :)
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Eh, didn't have enough time to do them all by hand, so I just kinda converted it. It looks ok, but can be better if done by hand. :-\
Also made this cool gif to see the result.
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That is win!
Now I just have to convert all the frames... I managed to rip them from the gif, but now I have to get the data into an appvar somehow...
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Yeah, 32 frames... you're probably going to want to apply some compression to that lol.
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That looks great! Won't this take A LOT of space on calc, though?
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Well, looking at the frames, it looks like it would be pretty easy to do inverted pixels/lines for the beginning and ending frames and then for the ones with more 'stuff going on', you can make those into pics and recall them whenever necessary.
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Would RLE compression be efficient for this? I wonder if it would be too slow...
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He could also make the 'medium sized' ones into multiple sprites displayed on a black background so that he doesn't have to save as much empty space.
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Actually, there's a lot of compression he could do. The middle line could be represented as either
a series of lines stacked vertically, sprites linked horizontally, or simple filling of the buffer data inside the line with $FF. I'm not sure which of these would be most compact, but he could simply do trial and error to see which works best. The comet-like image would best be represented as one combination of sprites that is simply redrawn at different x values every frame, and vertically flipped every other frame. As for the four-pointed star and the explosions, they have 4 and 7 distinct sizes respectively, the images for which would each have to be stored, but only once. They could then be redrawn in whichever multiple frames they appear in. Even better, these two shapes are symmetrical both horizontally and vertically, so you would only need sprites to represent one quadrant for each scaled version and draw the other three quadrants by flipping the sprites horizontally, vertically, or both.
EDIT: Scratch the line drawing idea, forgot you can't draw white lines.
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About white lines, couldn't he just inverts the screen then draw black lines the re-invert the screen (to get around the lack of white lines support)?
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In case you were wondering, I've been working on this for you FinaleTI. So far I have the first 9 frames done at only about 800 bytes. With things like the header and the Pt-On() ignored, as these would already exist if it were part of your larger program, it's more like 650 bytes.
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Thank you so much, Runer!
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The hardest part is making a routine to draw horizontally and vertically symmetrical sprites of arbitrary size correctly, so you'll only need one quarter of the data you would otherwise need for the star and explosion images. But it's coming along.
EDIT: Now the hardest part is converting about 800 bytes of picture into 100 individual 8x8 sprites.
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wow nice. That seems hard, though. Good luck! Will there be a lot of hard coded stuff??
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I do have some BASIC programs I made to grab 8x8 sprites from a picture, I you wanna use them. They do require Celtic III/DCS7, but I could change that if you need.
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Enjoy :) Subtract the header and the size of the Pt-On() routine and it's only slightly larger than 2 pictures!
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I'm not sure what's more impressive: the compression used to make this or the amount of detail in those comments.
Either way, it looks great on calc. Nice work, Runer112 ;D
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Runer: that is amazing and i now know who to contact(assuming you have the time) when trying to deal with picture compression(which i am anticipating to be a huge issue in what i am currently working on)
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(http://www.omnimaga.org/index.php?action=dlattach;topic=3433.0;attach=4171;image)
That is reallly goood!
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Enjoy :) Subtract the header and the size of the Pt-On() routine and it's only slightly larger than 2 pictures!
Thank you so much! Now I can try to finish up the map routine. ;D
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Wow, great job Runer! Thanks! ;D
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Wow, Runer. That looks amazing!
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By the way, if you're worried about this overwriting variables that you use for other things, which it most probably will, you should back up all your variables and then restore them after this is done. You can do this by copying all the variables (which occupy 54 bytes starting at E86EC) to another place in RAM before running this and then copying them back after it's done. Just don't copy them to the end of L1 because I use the last 8 bytes of it for temporary sprite data. :P You can always move my temporary sprite data somewhere else if you want though, just replace the two references to E89EC-8 (the last 8 bytes of L1) with some other location.
EDIT: I just remembered that I was using a fairly complicated sprite-drawing loop to draw the center line because it used to be drawn as a white line on a black background, but it's now drawn black on white and just inverted later. I couldn't use the Line() routine before, but now I can. If this program is compiled as a part of one that already uses the Line() routine, the attached file will be more optimized.
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This is just too amazing! I'M glad you could compress it this much. Nice job and I love the animation! It seems fast too.
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Alright, for all thos pixel artist out there, I have a new request.
I'd like a flowing water animation which can be any number of frames you see fit as long as it's reasonable (not more than like 16).
I'd also like the overworld sprites for Roland and Aria modified so the bottom 8 pixels (if you imagine the sprite in an 8x16 rectangle) are standing in the water.
Thanks in advance!
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Alright, for all thos pixel artist out there, I have a new request.
I'd like a flowing water animation which can be any number of frames you see fit as long as it's reasonable (not more than like 16).
I'd also like the overworld sprites for Roland and Aria modified so the bottom 8 pixels (if you imagine the sprite in an 8x16 rectangle) are standing in the water.
Thanks in advance!
This looks really hard!
Which is probably why I'll give it a try ;)
If I remember about this later tonight, I will try it :)
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Bump?
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8*8 for water?
This is kinda from the side? What angle?
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8x8, monochrome. Kinda in the perspective of the water FF1-3 is what I was thinking.
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Geez, I haven't sprited in a while. How does this look for water? This is 16x16, and I'll do an 8x8 shortly. Also, are you using the same character sprites as the ones on page 1 or have they been modified?
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Looks good!
As for the character sprites, I'm using Deep Thought's Aria sprites, and for Roland I'm using yunhua's up and down sprites and nemo's left and right. I slightly modifed yunhua's down sprite by making the eyes one pixel taller. So yeah, the page 1 sprites with some modification.
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Banana! You're back! :D And those are some pretty good water sprites there.
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Finally got some time... ;) ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
anyway, i actually modified the last two rows, since it looked messed up other wise, but yeah. ;)
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Well, unfortunately, because of the way my engine works, it has to be the last 4 pixels. Perhaps you could move that checker-board up 2 pixels, then have the other space be for the flowing water, and the checker-boarding be the water breaking around the character?
If it still looks bad, I might be able to find a workaround...
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can you rephrase that? I didn't really understand
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Like where you have the checker board pattern have a two-pixel space for the part of the water animation, and move the checker board pattern up two pixels, so it's kinda like the water foaming around the characters.
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I thought only the last row could be modified? if I moved the checkerboard up two rows, wouldn't that still be the same problem?
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Only the last 4 pixel rows.
Envisioning the sprite like so:
1
2
3
4
5
6
7
8
9
10
11
12
Where the bold line numbers are the rows to be modified.
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oh, I see, cause I shortened the sprites a bit. ;)
EDIT: like this?
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Yep, looks good.
And if Magic or someone else does the water, I can sub that in for the last 2 pixel rows.
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He already did a water sprite. ???
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This is 16x16, and I'll do an 8x8 shortly.
If necessary, I can make do with that, but an 8x8 sheet would be optimal.
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Nice stuff guys! ;D
EDIT: Woah... 300 posts already in this thread and 133 attachments... O.O
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Suddenly, revival!
Anyway, I've been working on a better version of the map engine (thanks to yunhua's tutorial), as well as the dev kit. The more I think about it, I do believe that animated sprites would look better for the Shadowed Dimension, so that is what my request is for. Attached is the compilation of all the overworld sprites.
I was envisioning the animation scheme similar to that of Pokemon. It would go something like:
Stand - Stationary, facing whatever direction
Walk 1 - Put on foot forward
Stand
Walk 2 - Put the foot forward that wasn't in Walk 1
Please let me know if this isn't clear.
Right now, Roland's sprites should be first priority out of all of these, since that's what I'd need for the beginning of the game. Thanks in advance.
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Nice to see my tutorial helped. :D. Unfortunately, I can't make sprites ATM, since I'm on my iPod, but I'll try later. ;)
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Great. I'll work on interaction with events and NPCs in the meantime, and just use some placeholder sprites right now.
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I'll do more later. ;) Is this good?
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They work great. I'd post a screenie, but I'm on my phone right now.
Now I have to work on the NPC stuff.... I can tell it'll be fun.
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I kinda like these sprites. Nice job so far. :D