The absolute limits for animation on the SNES, is 4/7 a screen of uniquely animated characters running at 18fps without forced blank, but it takes a lot of tricks to get it that far. This is why my animation routine is so complex. To make room for crazy animations like these.
The absolute limits for animation on the SNES, is 4/7 a screen of uniquely animated characters running at 18fps without forced blank, but it takes a lot of tricks to get it that far. This is why my animation routine is so complex. To make room for crazy animations like these.
Yeah, I have been looking through your GH source, and I'm not getting very far with the lack of comments.
Gonna add anything more to your explanation about it on nesdev?
is a well done animation... but hair needs movement, a lot of movement!!
it helps a lot, like this one I did
or see this one, even if the character is standing, it will make it look more fluid
I think that is a little too much for the SNES to handle in a game with action going on.
of course, this was made for Mugen and trying to go without limits, the animation is just an example on how to make the sprite more "real" or at least less cartoony, because the hair is lacking movement and it would look a lot better if it moves
adding and erasing some pixels here and there in the hair and the girl will look awesome, nothing really extreme, just a bit more off move
is a well done animation... but hair needs movement, a lot of movement!!
it helps a lot, like this one I did
or see this one, even if the character is standing, it will make it look more fluid
I think that is a little too much for the SNES to handle in a game with action going on.
of course, this was made for Mugen and trying to go without limits, the animation is just an example on how to make the sprite more "real" or at least less cartoony, because the hair is lacking movement and it would look a lot better if it moves
adding and erasing some pixels here and there in the hair and the girl will look awesome, nothing really extreme, just a bit more off move
Of course some animation of the hair is possible, and it would be awesome, I just meant this particular sprite.
Awesome works! Honestly impressed by the talent of both. I'd like to see them "in game".
Originally posted by: Aaendi
I added head bobbing.
Uhm... I like maybe a bit better the second version, with just the hair moving. Just my silly opinion, and probably this page background is not the best color to display that sprite animation with transparency, it is hard to see clearly the edges of the "neck". Also, the legs of the character are very long, but I guess that's likely the style you adopted for all the sprites in that game, in which case that's kind of cool. Again, very nice pixel art!
Simple curiosity, if you have a couple of minutes to answer: how much time is needed to a talented artist to make a full animated sprite as the one you posted? Producing a sprite with color shading so well placed, and the animation so fluid, it is something an artist can do in a reasonable time? or, no matter being very talented for it, getting those professional look results it's a really time consuming activity (which is what I guess)?
Simple curiosity, if you have a couple of minutes to answer: how much time is needed to a talented artist to make a full animated sprite as the one you posted? Producing a sprite with color shading so well placed, and the animation so fluid, it is something an artist can do in a reasonable time? or, no matter being very talented for it, getting those professional look results it's a really time consuming activity (which is what I guess)?
Again, very nice pixel art!
Cheers.
sometimes it depends a lot of your experience or talent or better yet if you can use a base to work with... how much time? well, how big? how many colors? how many sprites-frames? that's what make it difficult or easier on some ways
IMO it would be your second tought, no matter how talented you are, if you are going and trying something with a pro style, you will spend a lot of time on your computer, some hours, some times even days to make something... but I'm not a pro, I just like the sprite editing-making, si maybe someone more talented would take less time
(cut...) you will spend a lot of time on your computer, some hours, some times even days to make something... (cut ... )
Yaeh, this is what I was thinking. Thanks for the reply!
Originally posted by: NiO
but I'm not a pro, I just like the sprite editing-making,
I don't know if your sprite here is an editing (from which game?) or a brand new sprite (which is what I think since I don't remember that character), but it surely looks good (for what I can judge)!
Cheers. Thanks for the answer.
Edit:@Aaendi: excuse me for this brief off topic in your thread.
user, I can't remember who said it, or exact wording, but there is a concept that creating something takes not only the time to actually make particular piece of work, but all the time needed to get skilled enough to do it. I.e. making a quality sprite in fact takes years of work, although particular sprite may be done in five minutes (after years of practice).
user, I can't remember who said it, or exact wording, but there is a concept that creating something takes not only the time to actually make particular piece of work, but all the time needed to get skilled enough to do it. I.e. making a quality sprite in fact takes years of work, although particular sprite may be done in five minutes (after years of practice).
Sure. I agree. This apply to pretty much every field: the more time spent practicing and learning, the more qualitative and quick the production will be, and this time spent to learn is part of the reasons to get paid for your work.
About an activity similar to drawing sprites there is a bit more to say I guess: mo matter how skilled and trained you are, you can't escape doing it pixel by pixel. Like poetry for example: the more you write, the better your writings will be; but this doesn't mean that a quality poem will take little time to be written, it has to be written and refined many times before being ready, no matter the poet talent.
For sprites as well my guess is that the process, no matter practice and talent, doesn't change: like, draw shapes, shade, highlight, check, change a pixel, and so on... (which, by the way, contribute to make pixel art fascinating). So my question was more: there is people skilled enough to shade a sprite kind of "naturally" and doing all this in reasonable time, or (which is what I think) this process of checking / correcting / polishing up the image still pretty much the same, and still time consuming, no matter talent and practice? (I'd like to see an artist at work, to get this answer).
there's a lot of things there to consider, for example, when spriting you can finish a sprite and some days or maybe hours later see it again and think "I don't like it" so you start over again to edit the sprite, and changing minimum things would make big differencies and you can see the sprite-animation process herein thsi thread as an excellent example, first animation was good, but it lacked hair movement more than anything, so pointing out a few things about it the creator edited the animation and it's a lot better now, looks fluid and smooth...
how much time he spend on it?
well, we need to ask him!
btw I did this today, like I told you, I have been spriting this dragon in different moments and it took me a few hours to make it look like this
btw I did this today, like I told you, I have been spriting this dragon in different moments and it took me a few hours to make it look like this
Looks good of course, and I like the "kind of ironic" style of the eye in the last frame. But to be honest the previous one you published (the fighting character) looks more impressive, polished and professional (on this one I'm not too convinced about the shading on the neck of the dragon, for example). Just saying, I wouldn't do better for sure!
well, considering the neck will not be visible most of the time because the head will go up and down, and away and forward, I think it would look pretty cool animated
the fighter was based on Iori from KOF sprites, you can see it and then unsee it xD
well, considering the neck will not be visible most of the time because the head will go up and down, and away and forward, I think it would look pretty cool animated
Of course. I hope I didn't sound rude.
Originally posted by: NiO
the fighter was based on Iori from KOF sprites, you can see it and then unsee it xD
Ah ok. Iori from King of Fighters. I checked out different versions of it, you can't tell that your character was based on it; besides, from what I can judge, your character seems better shaded and animated, and also has more overall "charisma". Or at least it looks better to me (but again, I'm not an expert, I just like some pixel art more than other).
@Aaendi, that's a good start, but I think some of the definition of the sprite can be improved (e.g. making the hands look less like balls), alongside the shading (the current shading has a lot of "pillowing"). Would you mind if I made and posted an edit of your sprite to show what I mean?
Comments
it helps a lot, like this one I did
or see this one, even if the character is standing, it will make it look more fluid
Originally posted by: NiO
is a well done animation... but hair needs movement, a lot of movement!!
it helps a lot, like this one I did
or see this one, even if the character is standing, it will make it look more fluid
I think that is a little too much for the SNES to handle in a game with action going on.
Originally posted by: Aaendi
The absolute limits for animation on the SNES, is 4/7 a screen of uniquely animated characters running at 18fps without forced blank, but it takes a lot of tricks to get it that far. This is why my animation routine is so complex. To make room for crazy animations like these.
Yeah, I have been looking through your GH source, and I'm not getting very far with the lack of comments.
Gonna add anything more to your explanation about it on nesdev?
Okay, I explained how the metasprite format works.
Originally posted by: Aaendi
http://forums.nesdev.com/viewtopi...
Okay, I explained how the metasprite format works.
Thanks, I will have a look at the code some more tonight!
Originally posted by: DoNotWant
Originally posted by: NiO
is a well done animation... but hair needs movement, a lot of movement!!
it helps a lot, like this one I did
or see this one, even if the character is standing, it will make it look more fluid
I think that is a little too much for the SNES to handle in a game with action going on.
of course, this was made for Mugen and trying to go without limits, the animation is just an example on how to make the sprite more "real" or at least less cartoony, because the hair is lacking movement and it would look a lot better if it moves
adding and erasing some pixels here and there in the hair and the girl will look awesome, nothing really extreme, just a bit more off move
Originally posted by: NiO
Originally posted by: DoNotWant
Originally posted by: NiO
is a well done animation... but hair needs movement, a lot of movement!!
it helps a lot, like this one I did
or see this one, even if the character is standing, it will make it look more fluid
I think that is a little too much for the SNES to handle in a game with action going on.
of course, this was made for Mugen and trying to go without limits, the animation is just an example on how to make the sprite more "real" or at least less cartoony, because the hair is lacking movement and it would look a lot better if it moves
adding and erasing some pixels here and there in the hair and the girl will look awesome, nothing really extreme, just a bit more off move
Of course some animation of the hair is possible, and it would be awesome, I just meant this particular sprite.
It's really nice tho.
Originally posted by: Aaendi
I animated her hair
Really nice!
I added head bobbing. I also trimmed a pixel from the side because it ended up being 33 pixels wide, when I wanted it to fit within a 32x64 rectangle.
Originally posted by: Aaendi
I added head bobbing. I also trimmed a pixel from the side because it ended up being 33 pixels wide, when I wanted it to fit within a 32x64 rectangle.
Awesome-sauce!
Awesome works! Honestly impressed by the talent of both. I'd like to see them "in game".
Originally posted by: Aaendi
I added head bobbing.
Uhm... I like maybe a bit better the second version, with just the hair moving. Just my silly opinion, and probably this page background is not the best color to display that sprite animation with transparency, it is hard to see clearly the edges of the "neck". Also, the legs of the character are very long, but I guess that's likely the style you adopted for all the sprites in that game, in which case that's kind of cool. Again, very nice pixel art!
Cheers.
Now her skirt is animated. All that is missing is some shoe movement and her smaller strands of hair.
Simple curiosity, if you have a couple of minutes to answer: how much time is needed to a talented artist to make a full animated sprite as the one you posted? Producing a sprite with color shading so well placed, and the animation so fluid, it is something an artist can do in a reasonable time? or, no matter being very talented for it, getting those professional look results it's a really time consuming activity (which is what I guess)?
Again, very nice pixel art!
Cheers.
Originally posted by: user
@NiO
Simple curiosity, if you have a couple of minutes to answer: how much time is needed to a talented artist to make a full animated sprite as the one you posted? Producing a sprite with color shading so well placed, and the animation so fluid, it is something an artist can do in a reasonable time? or, no matter being very talented for it, getting those professional look results it's a really time consuming activity (which is what I guess)?
Again, very nice pixel art!
Cheers.
sometimes it depends a lot of your experience or talent or better yet if you can use a base to work with... how much time? well, how big? how many colors? how many sprites-frames? that's what make it difficult or easier on some ways
IMO it would be your second tought, no matter how talented you are, if you are going and trying something with a pro style, you will spend a lot of time on your computer, some hours, some times even days to make something... but I'm not a pro, I just like the sprite editing-making, si maybe someone more talented would take less time
Originally posted by: NiO
(cut...) you will spend a lot of time on your computer, some hours, some times even days to make something... (cut ... )
Yaeh, this is what I was thinking. Thanks for the reply!
Originally posted by: NiO
but I'm not a pro, I just like the sprite editing-making,
I don't know if your sprite here is an editing (from which game?) or a brand new sprite (which is what I think since I don't remember that character), but it surely looks good (for what I can judge)!
Cheers. Thanks for the answer.
Edit: @Aaendi: excuse me for this brief off topic in your thread.
Originally posted by: Shiru
user, I can't remember who said it, or exact wording, but there is a concept that creating something takes not only the time to actually make particular piece of work, but all the time needed to get skilled enough to do it. I.e. making a quality sprite in fact takes years of work, although particular sprite may be done in five minutes (after years of practice).
Sure. I agree. This apply to pretty much every field: the more time spent practicing and learning, the more qualitative and quick the production will be, and this time spent to learn is part of the reasons to get paid for your work.
About an activity similar to drawing sprites there is a bit more to say I guess: mo matter how skilled and trained you are, you can't escape doing it pixel by pixel. Like poetry for example: the more you write, the better your writings will be; but this doesn't mean that a quality poem will take little time to be written, it has to be written and refined many times before being ready, no matter the poet talent.
For sprites as well my guess is that the process, no matter practice and talent, doesn't change: like, draw shapes, shade, highlight, check, change a pixel, and so on... (which, by the way, contribute to make pixel art fascinating). So my question was more: there is people skilled enough to shade a sprite kind of "naturally" and doing all this in reasonable time, or (which is what I think) this process of checking / correcting / polishing up the image still pretty much the same, and still time consuming, no matter talent and practice? (I'd like to see an artist at work, to get this answer).
Cheers.
how much time he spend on it?
well, we need to ask him!
btw I did this today, like I told you, I have been spriting this dragon in different moments and it took me a few hours to make it look like this
btw I did this today, like I told you, I have been spriting this dragon in different moments and it took me a few hours to make it look like this
Looks good of course, and I like the "kind of ironic" style of the eye in the last frame. But to be honest the previous one you published (the fighting character) looks more impressive, polished and professional (on this one I'm not too convinced about the shading on the neck of the dragon, for example). Just saying, I wouldn't do better for sure!
Thanks for the reply.
Cheers.
Edit: misspelling correction.
the fighter was based on Iori from KOF sprites, you can see it and then unsee it xD
Originally posted by: NiO
well, considering the neck will not be visible most of the time because the head will go up and down, and away and forward, I think it would look pretty cool animated
Of course. I hope I didn't sound rude.
Originally posted by: NiO
the fighter was based on Iori from KOF sprites, you can see it and then unsee it xD
Ah ok. Iori from King of Fighters. I checked out different versions of it, you can't tell that your character was based on it; besides, from what I can judge, your character seems better shaded and animated, and also has more overall "charisma". Or at least it looks better to me (but again, I'm not an expert, I just like some pixel art more than other).
Cheers.