AuthorTopic: new 16px knight hero dude  (Read 9883 times)

Offline Decroded

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Re: new 16px knight hero dude

Reply #10 on: June 09, 2015, 10:42:03 am
its some BS-good subpixel isn't it hehe  :y:

i havent read that article but the basic concept as i understand it is...say a black square is moving around in a white space at sub-pixel speeds, then various shades of grey are used to indicate how far the object is into the next set of pixels.
so if it moves up a little bit say 25% of a pixel then pixel/s above box get 25% darkness added and the bottom would lose 25% brightness.
it would be very easy to create an example to illustrate but im sure there is one around somewhere.


@Ryu im glad u like the original sprite i just thought it looked a bit bland and wanted to push myself further and appeal to more than just other pixel artists.
i also wanted more blue as i always wanted to make blue knight guy.
armour upgrades great idea id love to do it if i can

Offline Kellawgs

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Re: new 16px knight hero dude

Reply #11 on: June 09, 2015, 10:58:31 am
So let me get this straight- subpixelling is like a mix between squash/stretch and motion blur?

Offline Decroded

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Re: new 16px knight hero dude

Reply #12 on: June 09, 2015, 11:01:23 am
no. in my mind its more like an animated version of anti-aliasing.

Offline Probo

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Re: new 16px knight hero dude

Reply #13 on: June 09, 2015, 11:08:23 am
yeah thats what ive always thought of it as, anti-aliasing frames together. blur is kinda similar though, sometimes blurring between frames can achieve a similar effect without proper AA

Offline hapiel

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Re: new 16px knight hero dude

Reply #14 on: June 09, 2015, 11:13:39 am
The name has always confused me. I think of a sub-pixel as a component of a pixel, so the red, the green or the blue diode.. But subpixel animation has nothing to do with that!

Why don't we call it 'wave animation', since one color flows from one pixel to the next one  ::)

Offline Probo

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Re: new 16px knight hero dude

Reply #15 on: June 09, 2015, 11:20:23 am
the sub-pixel name refers to movement, youre making the thing look like its moving less than a pixel through clever use of colour. say you have a solid colour 16x16 red square on a white background. think how would a computer would redraw this square if it was moved .5 pixels to the right from its current position. it would use lighter colours to blend the edge of the square with the white bg. only using the solid red and white colour only gives you full pixel movement

Offline Decroded

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Re: new 16px knight hero dude

Reply #16 on: June 09, 2015, 11:22:27 am
The name has always confused me. I think of a sub-pixel as a component of a pixel, so the red, the green or the blue diode.. But subpixel animation has nothing to do with that!

Why don't we call it 'wave animation', since one color flows from one pixel to the next one  ::)

that just a coincidence that isn't very relevant to animation or pixel art unless ur specifically trying to illustrate the components of a pixel or something.
in reference to coding i talk about objects moving at sub-pixel speeds (e.g. 1.7 pixels per frame) so its more related to that kind of meaning.

plus it already has a name so deal with it   :P  :lol:

Offline Probo

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Re: new 16px knight hero dude

Reply #17 on: June 09, 2015, 11:41:01 am
forgot to also say, nice sprite decroded :D i prefer the newest one myself, but the original is not without its charms either!

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Re: new 16px knight hero dude

Reply #18 on: June 09, 2015, 10:24:20 pm
Question for wolfie...based on how u did this pass over the animation, do u think about the following process is efficient?

1. draw key frames of most exaggerated frames ie start of sword swing, end of sword swing.
2. add basic tweens, blurs etc and tweak timing until it feels right
3. do another pass to add subpixel tween frames and edit original frames to blend in with this.

I'm just thinking it will take forever to sub pixel all the animations at least until I get better at it so it would be nice if I could separate the steps without creating lots of extra work.
Doing it in passes might also help with the skill gulf pistachio raised recently (I like that name for it  :y:).

Offline Cyangmou

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Re: new 16px knight hero dude

Reply #19 on: June 09, 2015, 11:39:24 pm
Added some subpixel frames as inbetweens to your original animation:

Its a little rough but with some more time I'm sure it could work

Take a cookie!




I'm just thinking it will take forever to sub pixel all the animations at least until I get better at it so it would be nice if I could separate the steps without creating lots of extra work.
Doing it in passes might also help with the skill gulf pistachio raised recently (I like that name for it  :y:).

The process sounds right. Subpixels can be added as third step to smoothen the whole animation even more out.
You even want to have polished frames to add them, to exactly interpolate the medium steps. If it's a circle animation you just add between all frames a subpixel frame (if you have a 5 frame loop you will then have a 10 frame loop with subpixels, if you have an 8 frame loop you will have an 16 frame loop with subpixels)

An interesting thing to mention is that those kind of animations just work, if the speed between the frames is high enough, that you rather see the flow of the pixels and not the individual pixels of the frames (so it is mandatory that you don't move below twos / 80ms/frame.
The faster the movement and the better the interpolation the smoother it will look.
Another thing is that for outlined sprites you don't want to destroy the outline color with your subpixels, so rather use 2 very close colors if you need to suggest subtle movement there

Another thing is that subpixel movement tends just to work great for idling or other really subtle movements.
It works just to an certain extend for really fast movements which aren't a nearly linearly timed circle, since those animation usually have different distances distances between the frames.
For really fast animations like swordswings etc. you usually just smoothen the slow in and slow out and don't add any new frames or inbetweens in the main part of the animation to keep the snappiness.

So if you want to add subpixelling to a swordstrike, which is made out of 5 frames ( 1entry 2rewind 3tension 4atk swoosh 5 stop frame) you would modify it to something like 1 s1 2 s2 3 4 5 s5 but you won't add an inbetween everywhere, because otherwise it will look to smooth and it will loose a lot of power.
« Last Edit: June 09, 2015, 11:42:30 pm by Cyangmou »
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