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Messages - yrizoud
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1
General Discussion / Re: How to get started?
« on: November 10, 2020, 11:05:13 am »
If you're on Windows there are many free choices. I advise you to use anything that provides easy ways to :
- Zoom in/out. Many programs provide mousewheel control for this.
- Pick color, especially from the image. An easily reachable keyboard shortcut (or mouse button) is a must.

2
2D & 3D / Re: Gif panning? How do you do it?
« on: September 04, 2020, 09:54:35 am »
What used to be called Adobe Flash (as an animation program) is now Adobe Animate, this would probably be an industry standard for compositing scenes for web.

3
General Discussion / Re: Pixel art animation - moving sprites
« on: February 19, 2020, 02:16:33 pm »
In Adobe flash this is (was) called motion tween:
Instead of saying "this image is displayed here and stays over time T", you set up "this image starts here, and moves to this place, for a total duration is T"
https://www.youtube.com/watch?v=UPluh8Mre-c

AFAIK, in addition to these movements, Flash let you resize, rotate, and change opacity, however such changes can't be applied on pixel art.

Another way of calling is that you have the program interpolate the positions of the sprite.

I don't know nowadays if there are programs that let you both draw and animate this way at the same time. From a little search, I can see there are things like this on the programming side :
https://greensock.com/docs/v3/GSAP/Timeline
So the actual anim/behavior is probably more usually refined after the pixel work is completed.

4
General Discussion / Re: Pixel art animation - moving sprites
« on: February 19, 2020, 09:06:20 am »
In this painting program, frames are non-moving for their entire duration. If for example your screen is 60Hz, a "step of animation" (a unique sprite) with a duration of 0.1s will be shown at the same place for 6 screen refreshes.

When integrated in game, or first refined in an animation program, animator can fine-tune the individual positions to break a single 0.1s step into several shorter ones that show the same sprite at intermediate positions. It's also possible to let the computer interpolate steps between a starting and ending position.

5
Pixel Art / Re: background [WIP]
« on: October 17, 2019, 06:12:01 pm »
This reminds me how having backgrounds fade into *some ambient color* was a constant in many CAPCOM games of the golden age (SNES, and arcade cabinets). Here are two examples, the second one smoothly increases the effect over distance (far = strong), which mimics what happens in real-life optics:


You also see it in many Metal Slug stages, and more recently in Owlboy.
As any theory/tool, it's up to you to use it sensibly and in good taste...
Some games (or levels) systematically applied a strong coloring, and an overall low-contrast to the background, no matter how far to the viewer. This is also a tool, useful when you want to give a special mood and a strong identity to some level / place :

(King of Dragons, 1991)
Variety is good, the mood of this level:

is not the same as this level from the same game

6
Pixel Art / Re: background [WIP]
« on: October 17, 2019, 02:14:15 pm »
I think it's a pity to lose the "sunny day" feeling.
I'd rather play in a place like this :


Edit: This is not exactly done using the Contrast tools, the goal was to have a narrower range of colors, but average around light blue rather than grey.
In Photoshop you can prepare such a change by inserting a temporary layer filled with  #8CD6F1 (a light sky blue) between the foreground and the background layers, "normal" layer mode (not multiply/etc.) and then play around with the opacity of it, between 0 and 20%, until you have found the setting X% that you prefer. Then, in order to commit the change, you can remove this layer, and on each background layer, use the "Fill" effect, Normal mode, color #8CD6F1, x%.

7
Pixel Art / Re: How can I improve my ghost monster pixel art?
« on: October 04, 2019, 03:42:07 pm »
I would also try see if the appearance is better when the bottom side has no outline.

All the advice above are very good in general in order to make the character more lively / real. If you'd rather keep it very surreal however, you may rather choose:
- a sinusoid curve instead of the bounce, like a Ghosts'n'Goblins spectre (https://youtu.be/uIhyjrXVhzg?t=53)
- no squash/stretch matching the movement, conveying is has no mass that would be subject to the law of physics
- a uniform light / not getting light from an outside source
An example of this is the Skel-Monsta from Bubble Bobble, that ignores gravity and walls, and it matches its design : https://bubblebobble.fandom.com/wiki/Skel-Monsta

edit: I had a try



8
General Discussion / Re: Photoshop BMP saved not correctly?
« on: September 09, 2019, 08:50:24 am »
I doubt it could be a 56-byte header, there's nothing in the BMP specification that allows it.
Check the 4-byte number at position 10, it indicates where the pixel data starts (from the beginning of the file).
Don't forget that rows need to be rounded up to a multiple of 4 bytes.
What language / libs are you using ? There may be some existing file-loading code that you can use.

edit :
Quote
I have a file which is a 75*176 8 bit BMP file, which is 14,454 bytes
This is the correct size. 75 needs to be rounded up to 76 (multiple of 4)
76*176 + 54 (header) + 1024 (palette) = 14454

9
Devlogs & Projects / Re: New Amiga game
« on: July 31, 2019, 03:03:54 pm »
It's always difficult to find a coder for a graphician, and the opposite as well, so I wish you luck.
IMO, you need to start anyway, with whatever programmer art you can produce or convert (for example from opengameart.com)
Since you're aiming for turn-based RPG (probably square-tile-based?), even 2-color graphics are enough to check what works - and fits memory.
Working prototypes will show that you're really serious about the project and that the work on graphic doesn't go to waste.
An artist teammate is going to need to test what he's drawing, so you had better advertise (and post updates) on an amiga forum. I think EAB is still quite popular.
In fact since you're talking AMOS, it may actually be necessary to draw directly on the Amiga (or emulation), in AMOS's SpriteX so that it can save/load the AMOS banks directly. (At least that's what I was using... in '95 or something)

10
General Discussion / Re: Site for "WIP" images
« on: July 25, 2019, 08:13:54 am »
In general, people use any image host that allows hotlinking, and then embed images in their post using img tag. When viewed inside a Pixelation page, embedded images are clickable to zoom (and ctrl-click / shift-click to unzoom, alt-click to reset to 1:1 size). Pixeljoint forum has similar feature.

Anybody has experience with lospec as image host ? From what I can see, they support hosting image without needing an account, allow hot-linking, and provide a standalone page that supports pixel-friendly zooming. (mousewheel, drag to scroll)

https://lospec.com/i/bynb

On pixel-friendly sites, zoom is non-blurry thanks to some CSS that is supported by most web browsers by now, but still not all.
https://caniuse.com/#feat=css-crisp-edges

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