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Post by mirak on Nov 26, 2008 20:03:11 GMT -5
We need more punkman dash.
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Post by Captain Amadeus (Legendary Em) on Jun 20, 2009 8:43:07 GMT -5
Just saw this topic. I've been messing around in Gamemaker for the past few days, using a mario engine I stole borrowed from the Mario Fan Games Galaxy. If I had me some serve-bot sprites, I could whip up a quick n' dirty game real fast.
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Post by mirak on Jun 22, 2009 13:03:58 GMT -5
We'd prefer good games rather than fast games. Also, just open paint and draw the servbots, their shape is ery easy to do even for begginers. Google up some pixel art tutorials.
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Post by DeltaTrigger7 on Jun 30, 2009 23:12:28 GMT -5
My SEG 3D project is basically dead. I'd rather say it's been dissolved for now, and I will work on smaller projects, until (and if) I get the chance to work on a bigger MML project. If I do get around to a bigger game, it will be derived from this one I'm referring to.
Still, just go ahead and put dead.
I'm going to start small again. We'll see what happens.
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Post by Captain Amadeus (Legendary Em) on Jul 6, 2009 9:10:21 GMT -5
I created a Serve-bot sprite sheet, and crafted a Mario styled platformer for him to jump around in. But then my computer decided to become infected by shifty-five viruses, and the game was lost in the reboot. I've still got the original version of the game saved (same exact game, except you play as Mario), and the sprite sheet is also intact.
When I take up the project again, I'll add some projectile attacks to the mix and see if I come up with anything better.
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Post by mirak on Jul 6, 2009 16:02:24 GMT -5
Can i see the spritesheet?
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Post by Captain Amadeus (Legendary Em) on Jul 7, 2009 8:33:01 GMT -5
Yup, here's the spritesheet: legendaryemerald.deviantart.com/art/Servebot-Sprite-Sheet-128600947 Mind you, it's not terribly great. But it's something, and I haven't found any better on the net. I added as many animations as I could to the tiny model I'd created, and even added some alternate faces to the mix. The only thing I'm really not happy with is that I couldn't find a better way to make his legs move. That's the problem with drawing such a tiny character. I need to get Game Maker 7 again before I can work on another game for the little guy. Maybe one where he's not stomping on Goombas.
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duo
Gorubeshu
Posts: 261
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Post by duo on Jul 7, 2009 9:03:25 GMT -5
It's not bad, but the format is difficult to deal with. It doesn't look like the servbots are a standard size (16x 16, 32x 32). It would be more difficult for a person to write a routine that extracts them from your sheet into an animation. servbot run and servbot rest are two 3/4 servbot animations made in blender for 8 directions. They are very usable the way they are for loading into a game.
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Post by mirak on Jul 7, 2009 15:40:19 GMT -5
Yup, here's the spritesheet: legendaryemerald.deviantart.com/art/Servebot-Sprite-Sheet-128600947 Mind you, it's not terribly great. But it's something, and I haven't found any better on the net. I added as many animations as I could to the tiny model I'd created, and even added some alternate faces to the mix. The only thing I'm really not happy with is that I couldn't find a better way to make his legs move. That's the problem with drawing such a tiny character. I need to get Game Maker 7 again before I can work on another game for the little guy. Maybe one where he's not stomping on Goombas. Hey those sprites are pretty good for being your first spritesheet, also no matter how small the sprite is, there is always a way to make the leg animation seem more fluid. A prime example of a small, fluid walking animation is my very own Pantito (my avatar has an enlarged version of him), look at the sheet here patt-ytto.deviantart.com/art/Pantito-Spritesheet-124960502 , try finding sprites about the size of the ones you made and zoom in at them, look at how others make their animation seem more fluid with no effort at all and learn from them. Finally, those servbots can be reworked so that they have abetter coloring and shading, but as they are right now they're perfect for a game or two, the expressions can be seen and are very well made. I don't know what Duo is talking about, from what i read on his post he is talking 3D, so meh, pixel art wise you did a very good first job, so keep on training your coloring and shading.
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duo
Gorubeshu
Posts: 261
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Post by duo on Jul 8, 2009 1:33:10 GMT -5
No, it goes for 2d as well. Sprite box sizes need to be multiples of 2. They should be arranged so they can be grabbed and stored directly into an animation strip, spaced 16 or 32 pixels between each sprite. Otherwise, bad things will happen: engine will scale the grabbed image so it is a multiple of 2 causing stretching, or the image will be extended in real time to a multiple of 2 causing slowdown. You'll see when it comes time to load the sprites into whatever engine you plan on using. The sprites themselves look fine, just space them out better so they're usable!
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Post by mirak on Jul 8, 2009 2:04:11 GMT -5
I think i know my stuff when i've been using different engines for years, and nope, this statement is wrong as it really does depend on what engine you're using. =O
I admit there is a slowdown present on some engines like nova (old mexican engine from 97), ray game designer, ags and pygame, so if you're going to use those engines all you have to do is create a canvas with the correct multiple size, and then paste whatever sprite you want into it, but then again those engines sucks when it comes to flexibility. Game Maker, Construct, MMF2 and plenty of others doen't give a crap what size you give the sprites, of course, giving it ridiculous sizes will make collisions a big load of steaming crap, but a size like the one on the servbot sprites is no worries if he's using any of the flexible engines. A notable example of sprites that defy your logic is the use of Alucard sprites on castlevania, SoTN. The engine uses different ranges of sizes, most are not multiples of 2.
I've been using 16 x 47 sprites (and other sizes) on game maker for a good while now and so long as i apply a correct mask, the collisions answer correctly and the sprites are quite usable, in MMF2 and Construct i don't even have to give them a mask, they work like it was magic. His is a display spritesheet, if you didn't notice. So long as he puts each sprite on a separate image and doesn't import them all at once, the sprites are completely usable. If everyone followed the multiple rule to the letter then a lot of games would have to rely on crappy masking in order to make their collisions work.
EDIT: Still, i agree that using multiples of 2 makes things easier as you can easily keep your sprites consistent and coherent, but you're making it sound like it's mandatory, which is not. =O
EDIT2: Btw try using Construct, is still on the beta phase but is a wonderful little thingy.
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duo
Gorubeshu
Posts: 261
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Post by duo on Jul 8, 2009 9:14:29 GMT -5
They don't care because, when the sprite is rendered, they bump the size up to the next multiple of two without your knowing (only newer graphics cards support multiple of two textures). That, or everything is software rendered. Convenient but costly. And pixel perfect sprite collisions may seem like posies and pancakes, but you pay for all this when it comes to performance.
This stuff doesn't matter on new computers with games that have a small amount of sprites. But, if you have a lot of stuff flying around, you're toast.
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Post by Captain Amadeus (Legendary Em) on Jul 8, 2009 10:05:23 GMT -5
Woah, whats with all the controversy? I mainly made the sprite sheet for myself, and don't really expect anyone else to use it. I only make games in gamesmaker, and the sprites worked just fine for me; I just saved every frame of animation as a separate file. So all this advanced ripping stuff duo is speaking of just goes right over my head. I know you're just trying to help, though.
I just organized the sprites in what I thought was the typical fashion, as I'd seen on multiple sprite sheets. If someone does know about all that 'multiples of 2' and 'spaced 16 or 32' pixels thing, then I bet they'd know how to fix the problem themselves. Or better yet, make their own.
I'll try to see if I can make the walking animation more fluid, Mir@k, but I can't promise anything. I also just finished a reaverbot sprite sheet, but I'll need to get it off my laptop (which currently has no internet access) and transfer it to the computer I'm using now first.
Anyways, this is why I should just stick to fanfiction.
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duo
Gorubeshu
Posts: 261
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Post by duo on Jul 8, 2009 10:11:24 GMT -5
NO, games are better! Anyway, I'm not trying to be controversial. It's fun to argue is all.
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Post by Captain Amadeus (Legendary Em) on Jul 8, 2009 10:20:43 GMT -5
Ha, I know that feeling. I felt that way all the time on the Sonic Stadium Message board, arguing with people over the definition of an opinion.
Would you believe that people there don't even believe in the validity of their own opinions? It's so simple to explain, but they just didn't get it: If you have an OPINION, it is the TRUTH in your own mind. No one would bother to have opinions if they didn't believe in them...
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