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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1435270606368.png (182.74 KB, 370x359, 370:359, 1433181724786.png)

bc5c25 No.18957

What do you guys do when you try to make sprites? I've been trying to draw my own and look at examples, but even when I try to imitate them, my sprites still look like total shit. I can't do any shading outside of basic lighting, and when I tried a form of shading where I made every pixel be a slightly different colour, I was dissatisfied with the result and didn't feel any desire to continue.

Do you guys use other people's assets, make "retro" low resolution sprites that are bumped up to a higher res (something I do not want to do) or what?

01afb7 No.18974

Practice. That's really it.

Look closely at how other games did it. Take sprite sheets, zoom the fuck in, see how their sprites are built up, edit them. Make a color ramp and try to understand its progression and choices. Once you're comfortable enough, make your own sprites. Hell, use those color ramps if it helps you start out.

I usually stick to few colors as possible and resolutions of like 24x24 or 32x32. It's fine to have the end result be magnified in engine, but the sprite itself should be legible at its original size. That's really all you have to keep in mind when making it: if you can't make out what it is from far away, work it over.


3f2c8d No.18982

>>18974

I like to keep my color count small as well, like 3 or 5 per sprite, depending.


bc5c25 No.18983

File: 1435291562144.png (18.23 KB, 338x541, 338:541, sheeeiit.png)

>>18974

I was just trying to do a little 16x16 spaceship. I decided to do 16x16 rather than 32x32, because it'd be easier and I could fit more enemies and shit on the screen, (the game will be 800x600) but the ship just looks terrible to me and I don't know why.

I like the asteroid I did, kind of, but I look online at ultra detailed .pngs of asteroids and my heart starts to bleed. Normally I would be using pseudo 3D or .png renders, but I want to use my own graphics, not someone else's.

Those light brown lines aren't meant to be on the outline of the asteroid, that's just a fuckup from copying the sprite directly from game maker. Any suggestions as to how I could improve on these would be immensely appreciated. I might just redo the spaceship sprite completely because it looks so generic, but I don't know what I would replace it with at a 16x16 res. Maybe I should just jump up to 32x?


a9e094 No.18985

File: 1435293844712-0.png (593 B, 64x64, 1:1, test2.png)

File: 1435293844713-1.png (389 B, 16x16, 1:1, test.png)

>>18983

I dunno, the ship doesn't look that bad. I just don't like the cockpit window, it reminds me more of a building than a ship. And the guns are maybe a bit too broad?

Still, I don't think your skill is that bad. Here's my very quick take on that ship, not saying if it's actually an improvement or not.


bc5c25 No.18986

File: 1435294158172.jpg (235.16 KB, 1280x1280, 1:1, 1427248740964.jpg)

>>18985

Holy fuck, that cockpit window looks way better. Thank you anon.

I made the guns broad because the lasers the player fires are fuckhueg (three pixels thick, and that's so that they're very visible). You definitely helped me out there though.

I'm not very good at vehicles and buildings in general, I should go look at a bunch of pictures of spaceships later on when I finish the rest of the asteroid sprites.


6b2db6 No.19085

>>18957

What the hell is that picture supposed to be?


bb4bdd No.19090

File: 1435558269726.png (6.91 KB, 64x64, 1:1, du3xkj41.png)

>>18985

Was a little bored and wanted to clear my head so I did a version too.


3bc54c No.19133

File: 1435705835360-0.png (28.51 KB, 970x630, 97:63, 1be2530060eb8a22979ec39d35….png)

File: 1435705835372-1.png (490.45 KB, 512x4160, 8:65, 6df735bb829c714a6832e40bec….png)

File: 1435705835383-2.png (14.81 KB, 400x1000, 2:5, 90d2fc076041eec53e3bc28cb8….png)

I come to the rescue!

Sprite art is a process. You have an idea. First you make a base, then flesh it out, putting different colors for each part can help. Add new colors each time, remember to erase the unneded parts. For animations, use the previous model in an different layer so you have consistency. If you want retro graphics (true retro), change colors to 24-bit/16-bit/8-bit.

Teal deer: Wireframe model/base lines->Base colors->Adjust colors, add shadows->(Optional) Reduce colors.

Sauce for the images:

danbooru.donmai.us/posts/563393

danbooru.donmai.us/posts/564721 (untranslated)

danbooru.donmai.us/posts/683652


3bc54c No.19134

File: 1435706188474-0.png (1.51 MB, 2464x6175, 2464:6175, 26532[1].png)

File: 1435706188475-1.png (1.11 MB, 1481x6339, 1481:6339, 26551[1].png)

>>19133

Have two full sheets here http://www.spriters-resource.com/fullview/26532/

http://www.spriters-resource.com/fullview/26551/

Notice that both have an unfinished (dummied out) animation, look at the base colors for the clothes and the different feet and arms, and the finished pieces have obvious bases in general.


cec45e No.19151

File: 1435777276622.jpg (55.14 KB, 700x570, 70:57, HowToDrawAnOwl.jpg)

>>19133

That first image reminds me of this.


5e3dba No.19377

File: 1436424942629.png (5.01 KB, 238x150, 119:75, Screenshot_59.png)

>>18983

your main problem here is what's normally referred to as "pillow shading".

Basically, you're cramming too many shades, making everything look too smooth.


7b6157 No.19383

>>18986

use this one it's fucking fantastic OP

>>19090


7150b7 No.21757

File: 1441793190634.png (123.86 KB, 1280x1024, 5:4, ClipboardImage.png)

>>18957

I'm just learning how to do pixel art, but I've found a big part of it is choosing and knowing your constraint.

That is, if you're going for a base of 32px, 128px, 16px, etc... stick to it and build around that.

Might be nonsense, idk yet.


5121a8 No.22308

>>18957

If you recognize your art looks like shit, quantify the reasons for your reaction and correct your art. You're working in the digital age booiiiii.


cc0324 No.22332

>>18957

I find the hardest part about doing pixel art to be choosing a good palette. I recommend downloading a relatively low-fi one from the internet, and start practicing within its constraints. It's quickly going to shy you away from bad habits such as pillow shading, creating jaggies and choosing samey, uncomplimentary colors.


210fd1 No.22949

File: 1444671419111.png (13.34 KB, 697x58, 697:58, Sprites.png)

I'm not the best spriter, but I've developed a reliable system for me to make decent-looking sprites.

I draw the outline of the monster on paper, upload it to an online vectorizer, download the vectorized image, color it in, scale it down, and apply the finishing touches.

I've used this to make some basic enemy sprites for an RPG. How do you like them?


dafcce No.22957

>>22949

Nice. They have personality.

Suppose vectors make it simpler to work on them at large sizes. Do you have issues scaling? How do you digitize your drawings?


210fd1 No.22960

File: 1444700002973.png (4.48 KB, 108x128, 27:32, The Red Baron.png)

>>22957

I scan 'em into the computer.




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