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Sprite style

Started by April 24, 2002 01:38 AM
17 comments, last by Sage13 22 years, 9 months ago
Thanx, yeah it''s a platform sidescroller.
Your right, it would look wierd with bright colors heh.

peace

-Sage13
I really like that last picture... The sketch, that is. The clothing design is lovely :D
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If you want transparencies save the images as .psd or .png or .tga or .tiff (there are even mor formats allowing transparancy) All offer true color images with an alpha channel.
baumep
Another sprite. This ones colored a little different.





peace

-Sage13
hey sage, i really like that last one that you posted. its def. the best one so far. as far as your sprites go... i know that alot of people arent a big fan or paletted images with all these 3d games and ''the more color the better'' theory, but sometimes less can be more. Try taking your 16 million color sprite and reduce to 256 colors and i bet you would barely be able to tell the difference. also another rule for sprites... never save as jpg image, your colors will bleed with your transparent layer, heh. of course its ocmpletely up to the artist and game to decide what color depth the artist should work with, but if you ever plan on animating him , that high res color with sprites is just a really big pain in the ass to keep consistent. in my opinion you can get just as nice of an image while only using 4 bit color depth(16 colors). also, your palette is a breeze to change, so any color changes you want to make to your sprite, you could do on the fly. just for laffs, i made a mock sprite of the one that you provided a sketch with. after i drew it, i just kindof filled in the general areas of solid color (as if i were oil painting) and really just kept the sprite simplified to shapes of color. this way, when you go to animate it, you will have alot lett consistency problems... and your sprite can be just as evil.

also, the risk of your sprites edges to bleed with the transparent color is nonexistent, and there is alot more clarity
in general. of course its really all up to your personal opinion and style, but dont count out color restrictions when it comes to handdrawn sprites. keep up the good work!
Hey steve, thanx for the input. I've definitly though about the work nessessary to keep the sprites looking good and I will reduce the color a bit, but on the other hand, I'm willing to take the 2 years to animate it lol. I always start off with simple flat color and then worry about the details later.
I really like that sprite of math lol. Can I use it as some fan art on the PI page when it's up? Oh, and I only saved the images as jpg's to show them here, they're all still bitmaps. kool.

Thanx man,

peace

-Sage13

[edited by - Sage13 on April 26, 2002 2:19:51 PM]
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Hey Sage..I really like your work.. Pixelwork.. yeah nice..
Well I would keep the character like this, you already pixeled that''s the biggst part to do.. otherwise if you want more shade I would suggest drawing the character with brushes right away.. Anti/Aliasing and after that pixel it out and correct..
Hope the tip is usefull
Cya!
Forever DarknessDimension XDSD-GINO
Hey Sage..I really like your work.. Pixelwork.. yeah nice..
Well I would keep the character like this, you already pixeled that''s the biggst part to do.. otherwise if you want more shade I would suggest drawing the character with brushes right away.. Anti/Aliasing and after that pixel it out and correct..
Hope the tip is usefull
Cya!
Forever DarknessDimension XDSD-GINO
Yeah, thanx

I think I''m going to work with this format. I found a way to animate it quickly without much change in the shading. For a short animation like this




I still need to add 2 frames, but what I did was use layers and broke everybody part down seperatly, put them in position, and then flattened the image (or not sometimes) to creat the one frame.

peace

-Sage13

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