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IceBlinkEngine.com • View topic - Image File Formats and Sizes
Page 2 of 3

Re: Image File Formats and Sizes

PostPosted: Tue Jun 21, 2016 4:04 am
by Mustawd

Re: Image File Formats and Sizes

PostPosted: Tue Jun 21, 2016 6:24 am
by youngneil1
Awesome! Looking forward to your sprite sheets :) .

Re: Image File Formats and Sizes

PostPosted: Tue Jun 21, 2016 10:28 am
by Mustawd
Well, here's the sprite I worked on today. Just a random orc. I still need to animate it, as well as fix the weapon. But I feel ok about it, First time making a character sprite, as I mostly have done environment stuff.


I attached the sprite as well as a zoomed in version just to view it better.

Re: Image File Formats and Sizes

PostPosted: Tue Jun 21, 2016 12:32 pm
by youngneil1
Very cool 8-) :D ! Great work on the highlights and shadows on muscles, head and clothing, especially considering you had only 100x100 pixels of space to achieve the effect. Will be a joy to see him swim this big axe of mayhem :mrgreen: ...

Re: Image File Formats and Sizes

PostPosted: Tue Jun 21, 2016 5:13 pm
by Mustawd
Thanks! This is just a generic sprite, which is probably why it's not really feeling all that "Orcish". But I wanted to throw something together to easily animate and test out the changes you guys made. I'm thinking 8 frames might be too ambitious, as I want to basically build a variety of sprites that encompass the kind of fantasy world you see in D&D.

So I think I'll try out a six frame animation and see how that goes. I can always go back later and add more frames if the number of frames is dynamic and as flexible as you guys make it sound.

Anyway, I'm excited to get started. Thanks for your guys' help!

Re: Image File Formats and Sizes

PostPosted: Wed Jun 22, 2016 7:24 am
by youngneil1
It's a pleasure, mustawd :) .

Yes, I think the frame number should indeed be rather flexible. Speed of the animation would be another topic then (more frames = longer animation [fixed time per frame] or more frames = faster playing animation[fixed time per whole animation]). But it will need a multi frame sprite to do some testing and setting this up.

Six frames sounds like a lot of effort already, very impressive. A whole variety of typical D&D like critters would be most welcome :D !

Re: Image File Formats and Sizes

PostPosted: Thu Jun 23, 2016 6:47 am
by Mustawd
Ok, here's my sprite sheet for testing purposes. When I tested the animation in photoshop, a 0.1 second delay on each frame seemed to give some good results. Also, posting the GIF taken on a neutral background.


Image

EDIT: I decided to leave the axe as is, since it's just for testing purposes.

Re: Image File Formats and Sizes

PostPosted: Thu Jun 23, 2016 7:00 am
by youngneil1
Amazing! That's mighty fine work there :D ! Loving the added "swoosh" to the axe swing, also good thinking about balance of the attacker and shifting opposite leg and arm accordingly.

I will give it a testrun through the engine animation loop later on, world premiere for a more than two frame attack animation for IB 2.0, yeah :D !

Re: Image File Formats and Sizes

PostPosted: Thu Jun 23, 2016 10:20 pm
by youngneil1
Just saw the first glorious axe swing of our orc in battle in IB2, yeah :D . Great work, mustawd! Must fine tune speeds a bit more next step...

Re: Image File Formats and Sizes

PostPosted: Fri Jun 24, 2016 3:39 am
by Mustawd
Nice! Glad it worked out. Actually, despite all the flaws I was pretty happy with how it all turned. Although I've drawn a lot in pencil, I'm still new to digital art. In fact, this was my first time painting anything in color. Before it was just drawings on the tablet. Also my first time animating anything lol.

I think going forward I'll focus on creating tomens with just two sprites. Once I make good progress I'll look into animating them all similar to the orc. I'll use the old goldbox tokens as a starting point, but with a higher level of detail and resolution. This should be fun guys!