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Messages - SolarStrings
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Pixel Art / Re: Isometric Walk Animations
« on: June 13, 2018, 03:16:08 am »
Thank you very much for the C & C astraldata  :y:.

I'll take some time to "simplify" the graphics by removing exta shadowing according to the lightsource :)

Pixel Art / Isometric Walk Animations
« on: June 05, 2018, 02:45:16 pm »

I'm more of a programmer than I am a pixel artist. Since I'm covering animation in the next programming tutorial for my SDL 2 Isometric Tutorial series on youtube, I decided to create my own animated character. So I sat down and started to pixel away :D

I'm looking for pointers to how to improve the animations and get them in to a "fluid" state for a template which I then can use for creating new characters.
Looking forward to some excellent C & C from you guys!

Walk animations:

And the sprite sheet

General Discussion / Day Of The Tentacle - Adventure Game Character Study
« on: September 02, 2011, 05:07:32 am »
Hi Guys!

I was thinking we could study Bernard from Day of The Tentacle

I ripped the walking, talking & pickup frames of Bernard:

The character design is plain and simple and uses only two shades to show depth. Color count is 11 (8 if you remove the tie).
The 6-frames walking animation imo is very nice and gives a fluent feel, they did a very fine job at it I must say!

I was also thinking: Is there any "lip-sync" going on in the game when they are talking, or is it just some random mouth movements?

Video: (1.5 MB)

As we can see in the video, the mouth only seems to go round & round with the same pattern when they are talking, without any lip-sync.
I remember not complaining about it when I played it as young, and I'm not complaining about it now either!

Cartoon adventure games don't have to be prefect, just a good imitation of the real world.

If you want, I can also rip the other characters from the game.

Pixel Art / Re: [WIP] Character for an adventure game
« on: August 28, 2011, 05:00:25 pm »
As mentioned, it seems like your inspiration comes from Day Of The Tentacle, great adventure game btw :)
A tip: Look at the animations in that game for tips on how to get your character well animated with few frames.

Yes, i agree, the general result is not the best possible outcome. However, it's still the best algorithm around to rotate pixel art.

Thanks for the comments Argyle!

There is a lot that can be improved here. This is the first version I put together. I wanted to give the source code to every one as fast as possible so people could play around with it.

 Argyle's was pointing at ROTSPRITE, not my sprite rotater:
"I really like this (my sprite rotater), especially because whenever I used ROTSPRITE: I end up just generating several images within the angle range I'm looking for, blindly hoping that one is a result that will be useful."

1) Allow more precision than integer degrees. Sometimes 44.9? or 45.1? give much better results than 45?
This is easy to fix, I'll just change the angle steps down to 0.1. I'll probably add two more keys for even more "finer rotation".

2) Allow picking the offsets of subpixels : When you perform the rotozoom, instead of looping on 0, 1, etc. up to size-1,you can use 0.5, 1.5 etc. up to size-0.5 This would be an offset of 0.5, meaning you pick the middle of pixels instead of their left border. Since the picture is 8 times bigger than original, you can choose between 8 different offsets, and all will give subtle variations: 0, 0.125, 0.25, 0.375 etc... up to 0.875. Since you can choose different offsets on X and Y, there are 64 possibilities. It's impossible to predict which offsets will give the best visual result.

True! I could add two keys that will change the offset between 1-8 pixels and give the result on screen. At the moment the preview in the middle of the screen is the 2x version.

Did you implement "Allow picking the offsets of subpixel" for graf2x?

I updated the v0.1b rar file and added the missing output folder.
The code is not creating a "output" folder atm, so there was no windows folder permission problem :D, just me missing adding the output folder manually before release :)

Hello Guys!

I've created the stand alone program of my implementation of Xenowhirl's "rotsprite".

You can create the best output by:
- Choosing between 8 offsets
- Rotate with 0.1 degrees precision

In the .rar archive you find:
- the source code for the program for both windows & linux.
- windows & linux executable files.

Youtube Video (old 0.1b version):

Download here:

[update v0.2]
- Fixed a memory leak
- Toggle Fullscreen (F4)
- Removed 2x & 4x Image output
- It's now possible to tweak the image output to the best version using the following:
 * Rotate image with 0.1 degrees (Keys Q/E)
 * Manually choose offset 1-8 (Keys Z/C)

[update v0.1a]
I was linking to the wrong libpng lib.
Linux code blocks project was missing a path to the SDL include folder

[update v0.1b]
Added a/d keys to rotate the image one degree.
If working with a small sprite on a fast computer it could be hard to get the desired angle.

Feedback is welcome!


General Discussion / Re: ROTSPRITE, useful tool
« on: August 22, 2011, 04:26:56 pm »
Hi Guys!

I tried to implement this algorithm myself.
I integrated the code into my Map Editor for The Forgotten Planet ( )

I'm using pretty much the same approach, but don't use any of the "mumbo-jumo" extra stuff he mentions where he describes the algorithm.

Here's the result:

(this alien on screen is the main character in the game ;) )

As you can see for your self, this result is quite ok, and looks very similar to the results his program produces.

Scaling to 8x then rotate and scale down to 1x was the best result in most cases. However, Small details are sometimes better preserved with the other conversions.
For example, If you look at the Image you can see that the eyes look better in some versions, then all you have to do is copy & paste the eye, and you're done.

Stand Alone Sprite rotater in this thread:

- Linux Binary
- Windows Binary
- C Source Code (SDL)


Pixel Art / Re: The Forgotten Planet - Tiles W.I.P
« on: July 07, 2011, 04:49:16 pm »
Thanks for the C & C!

I will probably do some more tiles for the game later on, but for now I'm leaving that to the pixel artist I hired.

The artist is working on those "bumps" ontop of the tiles now :)

Now I'm focusing on coding all the features for the game.
Having an pixel artist creating art for the game, makes me put more time and effort into the game, driving it forward at a steady pace.

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