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Animated 8-bit sprites

Archive: 10 posts


I am working on a 8-bit remake of Jackal for NES. So far I have created the main vehicle in every of its 8 positions, bit for bit, using sticker panel squares on the smallest grid setting. Then I took each finished "frame" and shrunk it down and stuck a big rectangle sticker panel to all the smaller bits. This works well, but as you can imagine, each "frame" takes up a good chunk of therm. I guess what I am wondering is there any way to take each image (made up of hundreds of tiny square sticker panels) and turn it into one sticker panel to save on therm? I have combined squares of the same color into one shape but there are still lots of "1-bit" panels on their own in each frame. The ultimate would be to be able to save an object as a sticker, at least for objects made only from sticker panel, or to use objects as part of the paint tool. Just thought I'd see if anyone has some tips or ideas before I bit copy the entire first level. On another note if anyone is interested in recreating the music from the first level please let me know! I was going to attempt it myself but the logic will keep me busy enough and music isn't my forte..
thanks!
2011-11-24 07:26:00

Author:
Death_with_an_H
Posts: 72


1. Take a picture of it with a black background, use the stickers on holo. Lower quality than sticker panel but easier.

2. If you have move pack, make it in paint tool using square sticker.

Thats pretty much your only options.
2011-11-24 09:48:00

Author:
Bremnen
Posts: 1800


Yeah what Bremnen said is the easiest way and most likely the best.

I would place the sticker on sticker panel myself as it will look better and you can then cut the vehicle out of the material using the slice and dice tool or something.
2011-11-24 10:05:00

Author:
Lordwarblade
Posts: 761


https://lbpcentral.lbp-hub.com/index.php?t=580302011-11-24 13:45:00

Author:
Ayneh
Posts: 2454


Thanks for the helpful suggestions. Using stickers in paint mode won't work since it limits the colors to the dozen or so square stickers and good luck trying to align hundreds of squares with a move controller and no grid in paint.. I tried using the photo method from the tutorial and placing it on a sticker panel instead of holo. This works well except for two things: 1. I can't seem to adjust the brightness and transparency of the panel so the sticker (photo) shows up as vividly as it is in the original photo (although it looks far better than on holo) 2. The quality of the photo is mild to moderately degraded from the original image. Some pixels are discolored or split into 2 colors and compression artifacts are evident. If anyone knows workarounds for each problem I would love to hear. Maybe there is a sweet spot for size of the photo to get the best quality? Also I took the photo's in create mode (preview) not in play mode like the tutorial suggest but I don't think it matters?

Just for reference my moving Jackal vehicle using original sticker panel bitmaps (not photos) hovers around half of the entire therm meter when driving around. Each image isn't huge but because I have 3 different emitters for each animated direction and 8 directions in all, it uses up a lot of therm, even though the logic denotes no more than 2 frames can be emitted at any given time. I would love to build the game this way because it looks very authentic but I will surely run into therm problems once I start adding enemies and backgrounds, etc. unless I can really cut it down without affecting visual quality.

http://i7.lbp.me/img/ft/7570c0a5eefe71d7b1e0bbb70db982c0fbbc3cc3.jpg
2011-11-24 20:19:00

Author:
Death_with_an_H
Posts: 72


1. I can't seem to adjust the brightness and transparency of the panel so the sticker (photo) shows up as vividly as it is in the original photo (although it looks far better than on holo)
Change the fog settings since it will tinge the photos if you haven't done that already. You can see in the photo in your post that the black colours are lightened by the fog.


2. The quality of the photo is mild to moderately degraded from the original image. Some pixels are discolored or split into 2 colors and compression artifacts are evident. If anyone knows workarounds for each problem I would love to hear. Maybe there is a sweet spot for size of the photo to get the best quality?
LBP compresses photos so those artifacts will always be visible. It will be especially noticeable with green and red, I'd imagine. The best size is likely the native size when you first select it from your popit, but if you wanted to decrease or increase the dimensions of the image it would probably be best to do it by factors of 2.

If it isn't already obvious you want the object to occupy as much of the photo as possible to get the best results, unless you're using multiple photos.


I would love to build the game this way because it looks very authentic but I will surely run into therm problems once I start adding enemies and backgrounds, etc. unless I can really cut it down without affecting visual quality.
If you're using a movie camera with max flatness, or whatever the setting is, you could use multiple layers for different colours. e.g. the black of the car would be 1 object in 1 layer, the green would be 1 object in the layer in front and so on. You could join areas of green that would otherwise be split up using a black sticker over the joint so it's not visible.

This would reduce the complexity of the object massively while still maintaining close to the original quality.
2011-11-25 12:39:00

Author:
Ayneh
Posts: 2454


Change the fog settings since it will tinge the photos if you haven't done that already. You can see in the photo in your post that the black colours are lightened by the fog.

There was actually no fog in the picture I posted. This was taken with the default create mode lighting. The problem seems to be from the photo lightening the colors slightly giving them a foggy appearance. So I tried playing with picture size and lighting and still could not photograph the entire image without some serious quality issues. Then I was intrigued by your last comment of putting different colors on different layers. So for anyone trying to do something similar, here are my best results after much trial and error.

1. I separated the white from the original image and set the green and black in the closet thin layer. Then I made a 100% black large rectangle sticker panel in the 3rd thin layer behind the original image.

2. Changed view to front view, lighting to no light and 100% darkness, no fog and default (black) fog color. Took a picture in create of the image filling the picture frame and making sure there is only black and green in the photo. This worked great! Green color is accurate with minimal artifacts and only a little blurring around the edges of the green shapes.

3. Line up the original image in smallest grid setting. Line up the picture directly behind the original image using the original image as reference, and place the photo on the black sticker panel.

4. Use the sticker panel tool on the 3rd layer to cut out the outline of the shape still using grid and the original image as reference. (lighten up the original image if its hard to see the border)

5. Get rid of the original image, grab the new sticker panel and bring to front. Increase brightness to 40%. This seems to be the closest color match.

6. Since this image is only 2 colors and black, all that's left is to cut small grid squares out of the sticker panel where white pixels should be and attached a backing of white sticker panel in simple shapes (front thick layer) to the main sticker panel. Now as long as the camera view is flattened it looks very very close to the original image, and, best of all, my entire vehicle now using these techniques barely uses 1 section of therm, compared to half the meter before! Success!

Thanks Ayneh and everyone!
2011-11-26 21:46:00

Author:
Death_with_an_H
Posts: 72


Using stickers in paint mode won't work since it limits the colors to the dozen or so square stickers and good luck trying to align hundreds of squares with a move controller and no grid in paint..


If you use any square sticker but black, you can change the color to any color possible in the game. Which is like 98% of all possible colors. (lbp doesnt do really dark shades well and just turns black after a certain % darkness)
2011-11-26 23:19:00

Author:
Bremnen
Posts: 1800


There was actually no fog in the picture I posted. This was taken with the default create mode lighting. The problem seems to be from the photo lightening the colors slightly giving them a foggy appearance.
Even with 0% fog the fog colour will still tinge photos. Take two identical photos save for the fog colour and export them to your HDD and compare. You can see in the photo in your post how the blacks have been lightened and tinged blue by the fog.

Changing to front view can also have an effect on colour when taking photos of sticker panel but I haven't spent any time investigating it.
2011-11-27 14:02:00

Author:
Ayneh
Posts: 2454


Even with 0% fog the fog colour will still tinge photos. Take two identical photos save for the fog colour and export them to your HDD and compare. You can see in the photo in your post how the blacks have been lightened and tinged blue by the fog.

Changing to front view can also have an effect on colour when taking photos of sticker panel but I haven't spent any time investigating it.


That is right, I did have blue fog on (at 0%) in the picture I posted. I believe I changed the fog color to black or grey for the best quality picture. And by quality I really mean contrast and color accuracy of the green and black.


If you use any square sticker but black, you can change the color to any color possible in the game. Which is like 98% of all possible colors. (lbp doesnt do really dark shades well and just turns black after a certain % darkness)

I didn't know this. Good to know! Unfortunately I can't seem to get stickers to place evenly without overlap. Even using small grid, the stickers are aligned to the center of a cluster of 4 grid squares instead of one.. kind of annoying. Without grid it's like splitting the atom. Regardless, what I've done seems to work quite well if not the absolute most efficient use of therm. I will unlock the level soon so anyone who is interested can test it out. I will probably redo the vehicle again using everything I've learned here to make it perfect, since I have to make the 2player red vehicle as well. Lots to do! Any offers on the music?
2011-11-27 18:06:00

Author:
Death_with_an_H
Posts: 72


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