Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Sprite design
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Sprites... sprites.... sprites.... I've been experimenting with sprites lately. Not little faries from the garden mind, but old style 8bit graphicy ones :-D I would be interested to find out from people who have done them, their opinion on the best way to do them. My latest idesa was to make the sprites out of sticke panel, sbapshot it as a sticker, then redraw the shape as a single sticker panel block and sticker it with the sprite picture, but its tricky to do. So any advice would be appreciated gang. Thankyou | 2013-12-05 15:18:00 Author: Sean88 Posts: 662 |
first make sure to keep one area as the center next make sure to make the sticker panel blocks uniform in size (as long as not a jump sprite, or a reaching/attack sprite) as not to make it look funky after that use selectors instead of sequencers to animate your sprite, which makes it look much more fluent, and is easier to program then just glue it uniformally and activate it at a speed of your choice, and then your sprite is ready If you need an example, I can send one prepared exactly to my steps if you need to see it done more physically Hope I helped | 2013-12-15 07:36:00 Author: amiel445566 Posts: 664 |
My latest idesa was to make the sprites out of sticke panel, sbapshot it as a sticker, then redraw the shape as a single sticker panel block and sticker it with the sprite picture, but its tricky to do. So any advice would be appreciated gang. That's essentially it, although you can automate a large part of the process. Design a circuit module with a movie and snapshot camera that can be daisy-chained together. This will allow you to create and preview variable length animations and output all frames to stickers automatically. When it comes to placing the stickers, treat them as a batch. Scale them all together and glue them so they're one single block. This means you can swap them out or rescale them to match other blocks you make if you need to. IMHO, emulating pixel art in LBP is a waste of resources. The game uses polygons, so you'll get more bang for your buck creating something like vector art than pixel art. Depending on the complexity of the character and animation, you might not even need to turn it into stickers. My material animation (http://lbp.me/v/-ed5t7) level used a single puppet with pistons and bolts before being split into individual frames, so you can automate the process of animation even more, instead of manually editing a character frame by frame. | 2013-12-15 20:18:00 Author: Ayneh Posts: 2454 |
Its Quite a shame we never got to use the model In an actual rpg . That some great work kinda nostalgic too. | 2013-12-15 23:54:00 Author: Rpg Maker Posts: 877 |
You might find this useful: http://lbp.me/v/xj8jfx | 2013-12-16 04:05:00 Author: Pookachoo Posts: 838 |
You might find this useful: http://lbp.me/v/xj8jfx That's a nice tutorial. However I've never used a sackbot with sprites.... while it does simplify things greatly (collisions and stuff), it doesn't give you a lot of freedom. I'd rig up a collision detection system using just sticker panels and tags and not use a sackbot at all. It's a lot more complex to set up, but once everything is set up it's easy to do whatever you want. | 2013-12-16 04:51:00 Author: AmazingKittyCat Posts: 204 |
Thankyou AmazingKittyCat, Pookachoo, RPGmaker, Ayneh and Amiel445566 for all your help gang. Its not so much the logic as the way to actually lay out the sprites so they look like proper sprites. I apreciate all the help though Thankyou. | 2013-12-16 12:54:00 Author: Sean88 Posts: 662 |
Does the invisible material make sprite work easier? One can now attach invisible material to the back of a sprite, giving it collision. | 2013-12-30 01:15:00 Author: synchronizer Posts: 287 |
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