AuthorTopic: http://en.wikipedia.org/wiki/Spriting <- this needs us  (Read 29623 times)

Offline Ai

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #30 on: September 29, 2006, 10:37:00 am
Here's a full dump of the latest draft, including some material about animation, transparency, and progress animations, plus some corrections.
It's still rather note-ish:


{{Cleanup-rewrite|September 2006}}
{{Expert}}
[[Image:Samus sprite.png|thumb||right|Progress of a customly made sprite.]]
'''Spriting''' is used to refer to the creation of a [[sprites (computer graphics)|sprite]] (EDITING/RIPPING FOOTNOTE MARK HERE?). Sprites are usually also [[pixel art|pixel art]], though this isn't always the case.
Spriting requires the creation of one or many associated [[frames (computer graphics)|frames]]. As 'sprite' refers to the concept of a movable graphic object, a collection of frames (for example, the frames that make up a walk cycle) is still referred to as a sprite. The individual frames are also considered sprites, but this usage of the word is less common.

The most common tool professionals use is Pro Motion (MARK URL), which is designed specifically for creating game art and has many features that are very useful for game art, including sprites.
A fine free alternative is the combination of GIMP and GIMP-GAP(GIMP Animation Package). (MARK URL)
For editing static images or getting feet wet, MTPaint (MARK URL)is a good package.
[[More details on these and other paint programs|#Paint program details]]

FIX THE FOLLOWING AS NOTED IN TALK PAGE..

----
A distinction is sometimes made between sprites and pixel-art. Technically, an image is only a sprite once it has been integrated into a larger image, as in a video game. However, the image as it exists independently from the larger context falls into the category of pixel-art. This is essentially the same as the difference between a single drawing and an animation; the larger is a composite of the smaller. There are also restrictions that a sprite has to follow due the limits of the graphical memory. Pixelart are often used as backgrounds in Videogames and thus have a bigger size and memory.
----

=main details=

* Animation. Many sprites will be animated. General [[Animation]] principles apply, and there is also individual pixel movement to consider.. because sprites are made up of relatively few pixels, any 1pixel difference or lack of difference can cause a twitchy appearance. Shapes and flow is somewhat more demanding than it is in anime/cg animations, because you have to attend to the interaction of the individual pixels as well as the shapes that they seem to make up in separate frames.

* Transparency. Sprites almost always have transparent parts. There are two different common methods: index-based (a certain index into the palette represents transparency) and colorkeyed (a certain color represents transparency.) RGB 255, 0, 255 (bright magenta) is the most common colorkey. There is a third option, but it is rarely used for non-special-effect sprites: alpha channel (where the transparency is specified directly).

* Progress animations, while useful for any digital artwork, are particularly simple
  and compact to make for sprites.
  IMAGE- A full progress animation, as seen occasionally around here.
  At least 8 frames, with a large enough delay so you can see each frame (so, 1.5 - 2.0 seconds between frames)


=Paint program details=

gimp gimp-gap
ggale
pshop+imageready
pro motion



{{Uncategorized|September 2006}}



URLS:

http://www.gimp.org
http://www.cosmigo.com/promotion/
http://mtpaint.sourceforge.net/

http://en.wikipedia.org/wiki/Comparison_of_raster_graphics_editors
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Offline Sqorgar

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #31 on: September 30, 2006, 05:30:17 am
A distinction is sometimes made between sprites and pixel-art. Technically, an image is only a sprite once it has been integrated into a larger image, as in a video game. However, the image as it exists independently from the larger context falls into the category of pixel-art. This is essentially the same as the difference between a single drawing and an animation; the larger is a composite of the smaller. There are also restrictions that a sprite has to follow due the limits of the graphical memory. Pixelart are often used as backgrounds in Videogames and thus have a bigger size and memory.
That is a very confusing paragraph. I think it would be better served with examples:

"The term 'sprite' is frequently confused with 'pixel art', since pixel art was first extensively used and gained popularity through it's use as game sprites. A sprite is a particular usage while pixel art is a form that are by no means related in any way. Sprites can be done with any graphical form, including renderings, scanned images of real people, clay models, and vector graphics. Pixel art can be applied anywhere else other art forms can, like posters, magazine covers, icons, paintings, and even sculpture."

For the record,

renderings - Donkey Kong Country
Scanned people - Mortal Kombat
Clay models - DOOM
Vector graphics - Alien Hominid (or Asteroids)

for pixel art, the paintings I'm specifically thinking that picnic at the lake painting, and for sculptures, stuff like Lite-Brite, LEGOs, or some of those Japanese toys with pixel-based representations of Mario and friends (I can find pictures if needed).

Offline Ai

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #32 on: September 30, 2006, 06:46:34 am
Squorgar: Thanks for that contribution! I've edited it for brevity and added most of it to my local copy.

"Pixel art can be applied anywhere else other art forms can, like posters, magazine covers, icons, paintings, and even sculpture." is really the sort of statement that might belong in the pixel art page, rather than the 'sprite' or 'spriting' page.

I thought that the clay models for some of the monsters in Doom were only used as references. Do you have a link showing how they were used?
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Offline Sqorgar

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #33 on: September 30, 2006, 06:57:56 pm
I thought that the clay models for some of the monsters in Doom were only used as references. Do you have a link showing how they were used?
Afraid not. However, it's not the only game which used clay sprites. Clay Fighter and the platform game sequel. The Neverhood (and it's sequel... had something to do with monkeys I think). Some Wolfenstein 3D clone for kids where you clean up using soap or something.

Offline AdamAtomic

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #34 on: September 30, 2006, 08:31:42 pm
According to wikipedia:

"Most of the sprites were drawn by hand, but some of the characters were digitized from sculptures. These were the player character, the Cyberdemon and the Baron of Hell, all done in clay by Adrian Carmack, and the Arch-Vile, the Mancubus, the Spider Mastermind and the Revenant, created in latex and metal by Gregor Punchatz."

Note: this took like 5 seconds to look up btw :P
« Last Edit: September 30, 2006, 08:34:05 pm by AdamAtomic »

Offline Sqorgar

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #35 on: October 01, 2006, 01:28:41 am
According to wikipedia: ...

Note: this took like 5 seconds to look up btw
Wikipedia is the last place I would look for trustworthy information. I mean... have you read the article on "spriting"?

Offline Ryumaru

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #36 on: October 01, 2006, 01:20:04 pm
touche',Sqorqar. :o

Offline Ai

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #37 on: October 04, 2006, 12:43:07 pm
Here's the latest revision! Just a few things to fix and it'll be ready:

- Paintprogram details
- Full progress animation
- A proper link to the paintprogram details subsection

I've previewed it and it looks well. Other than the above, only cosmetic cleanups remain to do.. unless anyone else has a contribution to make before it's committed to wikipedia, which'd be much appreciated!.




{{Cleanup-rewrite|September 2006}}
{{Expert}}
[[Image:Samus sprite.png|thumb||right|Progress of a customly made sprite.]]
'''Spriting''' is used to refer to the creation of a [[sprites (computer graphics)|sprite]] (EDITING/RIPPING FOOTNOTE MARK HERE?).

The term '[[Sprite]]' is frequently confused with 'pixel art', since pixel art was first extensively used and gained popularity through it's use as game sprites. A sprite is a particular usage while pixel art is a form of art. Sprites can be created by any method that you can turn into a 2d, partially transparent image; The most common art form used for sprites is pixel art (seen in GBA or mobile phone games); The second most common is 3d-rendering (seen in real-time-strategy games and RPGs (eg Diablo)). Another noteworthy technique (which you can see in the games 'Flashback' and 'Out of This World' by Delphine software) is rotoscoping -- the realistic movement of the main character is due to that technique.
Other methods sometimes used for sprite creation include scanned people (Mortal Kombat),
clay models (DOOM) and vector graphics (Alien Hominid)

Spriting requires the creation of one or many associated [[Film_frame|frames]]. As 'sprite' refers to the concept of a movable graphic object, a collection of frames (for example, the frames that make up a walk cycle) is still referred to as a sprite. The individual frames are also considered sprites, but this usage of the word is less common.

Certain limitations may be imposed on sprites (15 colors + 1 mask color per sprite is a common limitation, seen on GBA for example. restrictions on dimensions are also very common (8x8, 16x16, 32x32, 64x64 are common limitations)) These limitations may be imposed to make the sprite fit with the technical limitations of the target system, but they may also be imposed to achieve a certain aesthetic/control, or to speed up the drawing process.

The most common tool professionals use is [http://www.cosmigo.com/promotion/ Pro Motion] , which is designed specifically for creating game art and has many features that are very useful for game art, including sprites.
A fine free alternative is the combination of [http://www.gimp.org GIMP] and GIMP-GAP(GIMP Animation Package).
For editing static images or getting feet wet, [http://mtpaint.sf.net MTPaint] is a good package.

BROKEN:
[[More details on these and other paint programs|#Paint program details]]

=Main details=

* Animation. Many sprites will be animated. General [[Animation]] principles apply, and there is also individual pixel movement to consider.. because sprites are made up of relatively few pixels, any 1pixel difference or lack of difference can cause a twitchy appearance. Shapes and flow is somewhat more demanding than it is in anime/cg/cartoon animations, because you have to attend to the interaction of the individual pixels as well as the shapes that they seem to make up in separate frames.

* Transparency. Sprites almost always have transparent parts. There are two different common methods: index-based (a certain index into the palette represents transparency) and colorkeyed (a certain color represents transparency.) RGB 255, 0, 255 (bright magenta) is the most common colorkey. There is a third option, but it is rarely used for non-special-effect sprites: alpha channel (where the transparency is specified directly).

* Progress animations, while useful for any digital artwork, are particularly simple
  and compact to make for sprites.
DODO:
  IMAGE- A full progress animation, as seen occasionally around here.
  At least 8 frames, with a large enough delay so you can see each frame (so, 1.5 - 2.0 seconds between frames)


=Paint program details=

DODO:

gimp gimp-gap
ggale
pshop+imageready
pro motion



{{Uncategorized|September 2006}}



URLS:

http://en.wikipedia.org/wiki/Comparison_of_raster_graphics_editors
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline Conzeit

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #38 on: October 12, 2006, 03:20:19 am
I'm sorry AI...I was trying to preview your version but I accidentally edited it in  :D put it back the way it was...I bet the whole sonic spriting/sprite comic-ers crowd wouldnt be too happy to see this  :lol:

Main point I think should be added, is that not only sprites will often be animated, that's their main purpose! also, I think in the introduction area you should define sprite a little better (2d computer graphic), since the main sprite article is so focused on the 3d-billboarding version and the term spriting has got nothing to do with that.


...I'm cauzilo at wiki, and I'm probably gonna be watching this....so if u want comments or anything feel free to message me here or there.
« Last Edit: October 12, 2006, 03:50:01 am by Conceit »

Offline Ai

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Re: http://en.wikipedia.org/wiki/Spriting <- this needs us

Reply #39 on: October 13, 2006, 09:20:34 am
I'm sorry AI...I was trying to preview your version but I accidentally edited it in  :D put it back the way it was...I bet the whole sonic spriting/sprite comic-ers crowd wouldnt be too happy to see this  :lol:

Main point I think should be added, is that not only sprites will often be animated, that's their main purpose! also, I think in the introduction area you should define sprite a little better (2d computer graphic),
Of course it is their main purpose. I don't know the correct comparison, though -- the only comparison I think to make is to 'spritely' or 'spirit' (I think 'spirit' might be the origin of the term). You might be batter qualified to write that part.

Here's the updated text re: animation




{{Cleanup-rewrite|September 2006}}
{{Expert}}
[[Image:Samus sprite.png|thumb||right|Progress of a customly made sprite.]]
'''Spriting''' is used to refer to the creation of a [[sprites (computer graphics)|sprite]] (EDITING/RIPPING FOOTNOTE MARK HERE?).

The term '[[Sprite]]' is frequently confused with 'pixel art', since pixel art was first extensively used and gained popularity through it's use as game sprites. A sprite is a particular usage while pixel art is a form of art. A sprite is a (usually animated) 2d computer graphic, thus sprites can be created by any method that you can turn into such a graphic. Sprites almost always have some parts that are transparent so the background can show through. The most common art form used for sprites is pixel art (seen in GBA or mobile phone games); The second most common is 3d-rendering (seen in real-time-strategy games and RPGs (eg Diablo)). Another noteworthy technique (which you can see in the games 'Flashback' and 'Out of This World' by Delphine software) is rotoscoping -- the realistic movement of the main character is due to that technique.
Other methods sometimes used for sprite creation include scanned people (Mortal Kombat),
clay models (DOOM) and vector graphics (Alien Hominid)

Spriting requires the creation of one or many associated [[Film_frame|frames]]. As 'sprite' refers to the concept of a movable, usually animated graphic object, a collection of frames (for example, the frames that make up a walk cycle) is still referred to as a sprite. The individual frames are also considered sprites, but this usage of the word is less common.

Certain limitations may be imposed on sprites (15 colors + 1 mask color per sprite is a common limitation, seen on GBA for example. restrictions on dimensions are also very common (8x8, 16x16, 32x32, 64x64 are common limitations)) These limitations may be imposed to make the sprite fit with the technical limitations of the target system, but they may also be imposed to achieve a certain aesthetic/control, or to speed up the drawing process.

The most common tool professionals use is [http://www.cosmigo.com/promotion/ Pro Motion] , which is designed specifically for creating game art and has many features that are very useful for game art, including sprites.
A fine free alternative is the combination of [http://www.gimp.org GIMP] and GIMP-GAP(GIMP Animation Package).
For editing static images or getting feet wet, [http://mtpaint.sf.net MTPaint] is a good package.

BROKEN:
[[More details on these and other paint programs|#Paint program details]]

=Main details=

* Animation. Most sprites will be animated. General [[Animation]] principles apply, and there is also individual pixel movement to consider.. because sprites are made up of relatively few pixels, any 1pixel difference or lack of difference can cause a twitchy appearance. Shapes and flow is somewhat more demanding than it is in anime/cg/cartoon animations, because you have to attend to the interaction of the individual pixels as well as the shapes that they seem to make up in separate frames.

* Transparency. Sprites almost always have transparent parts. There are two different common methods: index-based (a certain index into the palette represents transparency) and colorkeyed (a certain color represents transparency.) RGB 255, 0, 255 (bright magenta) is the most common colorkey. There is a third option, but it is rarely used for non-special-effect sprites: alpha channel (where the transparency is specified directly).

* Progress animations, while useful for any digital artwork, are particularly simple
  and compact to make for sprites.
DODO:
  IMAGE- A full progress animation, as seen occasionally around here.
  At least 8 frames, with a large enough delay so you can see each frame (so, 1.5 - 2.0 seconds between frames)


=Paint program details=

DODO:

gimp gimp-gap
ggale
pshop+imageready
pro motion



{{Uncategorized|September 2006}}



URLS:

http://en.wikipedia.org/wiki/Comparison_of_raster_graphics_editors
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.