Spriting Tutorials

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Post » Thu Dec 24, 2009 10:40 am

Hey guys, i've been looking to put some custom sprites into my projects and was wondering if any of you have any decent links with tutorials and/or guides on how to sprite.
I've been looking and all I can find is links on how to pillow shade or edit pokemon sprites, ugh.

So any help would be greatly appreciated by me and possibly many other construct users.
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Post » Thu Dec 24, 2009 10:53 am

I don't really recommend Construct for pixel art styled games for its high resource demands and I find the runtime a bit of an overkill for low resolution graphics.

Then again I recommend learning pixel art more than anything for game graphics artists. There are many active communities of pixel artists filled with tutorials.

A few sites you might want to take a look at:
http://www.pixeljoint.com/
http://www.wayofthepixel.net/

Also:
http://www.google.com/search?sourceid=c ... +tutorials


Edit: Fixed a minor typo. A few more sites:
http://www.tigsource.com/ - the home of many indie game developers
http://www.natomic.com/hosted/marks/mpat/index.html - I remember using this tutorial years ago myself. Has a very down to earth look at the fundamentals of pixel art.

Sadly many great sites and tutorials seem to have died. archive.org could be of use.


Edit 2: Found another one I've used in the past. http://www.petesqbsite.com/sections/tut ... s/tsugumo/
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Post » Thu Dec 24, 2009 11:09 am

Thank you very much for your quick reply, I will look into those sites.
I can't believe I didn't think of searching pixel art :oops: ...
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Post » Thu Dec 24, 2009 5:58 pm

Wayofthepixel (aka Pixellation) has a page full of tool, resource, and tutorial links:

http://www.wayofthepixel.net/pixelation ... pic=3467.0

Be forewarned, learning to do pixel art well is a time consuming process.

As for not using Construct for pixel art games... BOLLOCKS TO THAT. Use whatever kind of art you want :)
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Post » Fri Dec 25, 2009 5:52 am

construct will use half-pixel positions in most behaviors.
If you go with pixel art, use a proxy sprite with the behavior, then set your pixel art sprite to the position of the proxy. Put all pixel-art assets in a pxart family, and then do this trick:

Always set pxart position to round(pxart.X),round(pxart.Y)
This will round the coordinates, thus lining up sprite pixels with screen pixels :D

Obviously you shouldn't allow rotation and make 1:1 without in-game resizing for those objects :)
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Post » Sun Dec 27, 2009 3:58 am

[quote="Madster":h6dpk7hb]construct will use half-pixel positions in most behaviors.
If you go with pixel art, use a proxy sprite with the behavior, then set your pixel art sprite to the position of the proxy. Put all pixel-art assets in a pxart family, and then do this trick:

Always set pxart position to round(pxart.X),round(pxart.Y)
This will round the coordinates, thus lining up sprite pixels with screen pixels :D

Obviously you shouldn't allow rotation and make 1:1 without in-game resizing for those objects :)[/quote:h6dpk7hb]

Yeah, I knew about the half-pixel stuff, I just didnt have a plan to fix it, but I like your idea.

And I know pixel art is time consuming... I made a few (crappy) custom walk animations with 4 levels of shade and 3 colors. Took a while, but I liked the end result.
I just wanted to find some "Proper" tutorials instead of just winging it.

Anyway, thanks for your replies guys!
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Post » Sun Dec 27, 2009 10:35 pm

most important rule would probably be to change filtering from linear sampling to point sampling in application properties. that way you don't get anti aliasing on your graphics
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Post » Wed Dec 30, 2009 12:00 pm

I actually noticed that while testing my Danmaku engine, but thanks anyway.
If you want to see the (Shitty) sprite I made, its in the latest realease under the uploads section >.>
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Post » Tue Jun 18, 2013 12:19 am

see section tutorials at website http://spritetools.com/

there is video tutorials about drawing sprites in vector and about vectorizing raster sprites.

I've found it interesting.
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