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Messages - sfried
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21
Pixel Art / Need help with running animation!
« on: March 14, 2009, 08:10:11 pm »
This is an extension of my first sprite thread.

I'm quite new to this animation (and creation) in the sprite business. I've been trying to finish this running animation for months, but I'm stuck halfway:

As you can see, it's still very rough and very incomplete (the last frames I've still yet to get done), but I just felt I had to get something out here in order to ask for advice. I know some of the motion is very awkward. I just cut off the bottom half of the last frame simply because it (leg animation) looked very unnatural, and now I don't know what to fill in next.

(Also, I intend on using PC-Engine 9-bit color values in the end, which is why I'm using some dithering techniques as opposed to the 24-bit gradients I see most posters utilize in my previous thread.)
Edit: Updated sprite:

22
General Discussion / Re: Question about PC-Engine style sprites...
« on: February 14, 2009, 12:01:01 am »
   0   36  73  109  146  182  219  255
If each of their  red, green, blue values are one of the intensities I listed.
I cannot explain any plainer than that.

You should enter the RGB values (those that should be divideable by 8) in here:


Oh, okay. I think I get it now...

23
I'm quite confident GGale lacks any such feature. We'll have to do it the hard way.  :(
Um...what exactly is the "hard way"? I'm kind of confused where to input the hex/deci values mentioned in this thread.

24
In ProMotion:


Search for something like this in your paint program.
Err...I do I find something similar in GraphicsGale?

25
General Discussion / Re: Question about PC-Engine style sprites...
« on: February 13, 2009, 06:49:26 am »
I'm currently using a color depth of 4bpp (16 colors), but how do I know if, of the 15 I've chosen as index colors, those would appear within the color range of a PC-Engine?

Edit: I can undertand what you're mentioning, but I don't see the options in GraphicsGale (to modify channel color depth). I know a similar thread mentions this option, but I don't use ProMotion. I could use a little bit more help trying to convert my index colors into something that's PC-Engine pallet compatible.

26
General Discussion / Re: Question about PC-Engine style sprites...
« on: February 10, 2009, 08:06:45 am »
Graphicsgale -- I don't know.
In Gimp, Photoshop, PSP, ProMotion, and many other paint programs, there is a hex input field.
...
IMO inputting hex colors is the quickest, easiest way to select from an old system's colorspace.
But, if you don't like that, you can also input the components individually into the numeric input fields.
Thanks for the explanation. I'll try inputting the values in Photoshop and figuring out how to covert it into the "Windows Color Picker" equivallent, or maybe I should just substitute and "finalize" the colors after post-producing the animation.

One thing I'm trying to aim for is recreating old-school looking 16-bit color sprites. You can see the thread of my first work, which is pretty crumby, IMO. The people who helped my by giving examples used more sophisticated spriting techniques like (24-bit) gradation, bluring and so forth...Any tips to make it harken back to 80's era sprites, though? (I know, for one, the sprite size is beyond the limit of 32x64.)

27
General Discussion / Re: Question about PC-Engine style sprites...
« on: February 08, 2009, 09:41:54 am »
The available RGB intensities are:
   00 24 49 6d 92 b6 db ff
(RGB 8*8*8 == 512)

The master palette is similar to the Sega Genesis/Megadrive, which is 512 colors with available intensities:

 00 20 40 60 80 a0 c0 e0
Um...kind of foolish of me, but where exactly to these values go? Suppose I'm using, say, GraphicsGale...

28
General Discussion / Re: Question about PC-Engine style sprites...
« on: February 04, 2009, 06:03:04 am »
stuff
Hey, thanks so much for the links and values!

What is "dot pattern averaging"?

29
Pixel Art / Re: First sprite
« on: February 04, 2009, 03:19:57 am »
By the way, I'm trying to limit my sprite to 16-bit colors. I'm trying to find ways to attain that PC-Engine/TurboGfx 16 look. I notice most people here use 24-bit or higher, but I'm trying to design something that uses a variety of dithering techniques (faux alpha).

30
General Discussion / Question about PC-Engine style sprites...
« on: February 04, 2009, 03:13:32 am »
I know these sound like silly questions, but I'm not too sure how many people here own PC-Engines/TurboGraFX 16s to sufficiently answer these...:
1. What kind of color pallet did they use? I know late 80's/early 90's designs (i.e. Rondo of Blood, Valis) had that nicely contrasted but not so subdued color schemes, and I'm trying to design sprites to that effect.

2. What kind of dithering patterns were commonly used? I know most people nowdays are keen on using gradations by using 24-bit color schemes, but I'm trying to limit mine to 16-bit. I'm trying to experiment with different patrerns aside from the usual "checkerboard" dither, but I haven't played enough PC-E/TurboGrafx games to get that sort of retro look.

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