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| Sprite artist wanted for Leprechaun |
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Posted:
Fri Nov 25, 2005 12:48 PM
Post #1
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Anyone out there willing to give me some help making
up the sprites for Leprechaun? (My Lode
Runner style game for the SuperCharger, see
my AtariAge blog for the current WIP.) And I'm going to warn you ahead of time; you won't have many pixels to work with, or any colors either. But anything has to be better than simple squares. | |
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Posted:
Fri Nov 25, 2005 1:50 PM
Post #2
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QUOTE(EricBall @ Fri Nov 25, 2005 2:48 PM)
Anyone out there willing to give me
some help making up the sprites for Leprechaun? (My Lode Runner style
game for the SuperCharger, see my AtariAge blog for the current WIP.) And I'm going to warn you ahead of time; you won't have many pixels to work with, or any colors either. But anything has to be better than simple squares. How many frames of animation, and just how few pixels are we talking about here (what are the exact dimensions of the sprites)? | |
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Posted:
Fri Nov 25, 2005 1:53 PM
Post #3
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QUOTE(Jacob Rose @ Fri Nov 25, 2005 3:50 PM)
How many frames of animation, and
just how few pixels are we talking about here (what are the exact
dimensions of the sprites)? Also, how many directions? | |
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Posted:
Fri Nov 25, 2005 2:56 PM
Post #4
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4 sets of animation - running, swinging (rope 2nd row
of pixels from top), climbing and digging/zapping (creates a hole in the
ground). Each animation is 4 frames. (Left / Right will be handled via
hardware or manual mirroring.) Single color 8x8 pixel sprites; 5:3 pixel aspect ratio (2:1 is a reasonable approximation). However, the sprite (other than digging) should mostly stick to the middle 4 pixels in each row since that is the size of the background grid. Moving sprites move at a rate of 1 pixel per frame. The digging sprites may use the entire 8 pixel width, although they will span two columns of the background grid. (So half is the current position, and the other half is over the hole.) Attached are the C64 Lode Runner sprites for reference. (Although they only used 2 frame animation.) Attached File(s) | |
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Posted:
Sat Nov 26, 2005 7:39 AM
Post #5
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I'd be happy to give it a try Cheers, Ben | |
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Posted:
Sat Nov 26, 2005 8:22 AM
Post #6
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Give it a shot! If I get more than one result, I'll
do different ones for the player and the enemies. | |
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field | |
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Posted:
Sat Nov 26, 2005 9:07 AM
Post #7
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Here's a stab at it.. Run Swing Climb Let me know if I got the dimensions right and I'll take a shot on a digging animation. Also I can make the legs on the swinging animation static if you prefer. The climb animation doesn't quite look right to me yet. What do you think? Cheers, Ben This post has been edited by legeek: Sat Nov 26, 2005 9:13 AM | |
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Posted:
Sat Nov 26, 2005 5:12 PM
Post #8
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QUOTE(legeek @ Sat Nov 26, 2005 11:07 AM)
These are quite good! I especially like the swinging animation. I guess I won't bother making any attempt. =) | |
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Posted:
Sun Nov 27, 2005 11:57 AM
Post #9
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Thanks man. revised climbing candidates Cheers, Ben | |
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Posted:
Mon Nov 28, 2005 12:49 PM
Post #10
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QUOTE(legeek @ Sun Nov 27, 2005 9:57 AM)
The 2nd looks better there, though I think they could still use some improvement. Maybe that's the best you can do with such a small sprite, though. The others are very nice, though. | |
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Posted:
Mon Nov 28, 2005 5:48 PM
Post #11
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Why not try a side view of a climber?? | |
-------------------- Moron, gimp, buffoon, reject, classic gamer,
etc.. | |
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Posted:
Mon Nov 28, 2005 9:50 PM
Post #12
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I liked the first climbing animation better. The
second ones look like half an asterisk flipping back and forth. The running animation needs some tweaking on the legs. Note that the legs never actually cross one another-- they just sort of extend and retract. | |
-------------------- ZylonBane's opinions do not represent those of the
management. | |
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Posted:
Tue Nov 29, 2005 6:03 AM
Post #13
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Suggestions are good. Samples are better. | |
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Posted:
Wed Nov 30, 2005 5:51 PM
Post #14
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Pfft, fine then. I'm not totally happy with this, but at least the "foot" pixel should track forward movement perfectly, since it moves back one pixel per frame. Attached image(s) | |
-------------------- ZylonBane's opinions do not represent those of the
management. | |
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Posted:
Wed Nov 30, 2005 8:31 PM
Post #15
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Call me stupid but where can I get this sprite
animating utility? I would really like to try my hand at this. | |
-------------------- Moron, gimp, buffoon, reject, classic gamer,
etc.. | |
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Posted:
Thu Dec 1, 2005 12:34 AM
Post #16
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There is no "sprite animating utility". What you're
seeing are just ordinary animated GIFs. | |
-------------------- ZylonBane's opinions do not represent those of the
management. | |
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Posted:
Thu Dec 1, 2005 2:30 AM
Post #17
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QUOTE(ZylonBane @ Thu Dec 1, 2005 12:51 AM)
I'm not totally happy with this,
but at least the "foot" pixel should track forward movement perfectly,
since it moves back one pixel per frame. I have to admit, this one is looking better to me. | |
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Posted:
Thu Dec 1, 2005 3:23 AM
Post #18
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Hi there! Definitely an improvement! Greetings, Manuel | |
-------------------- The Epyx Shrine: http://home.arcor.de/cybergoth/ | |
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Posted:
Thu Dec 1, 2005 12:22 PM
Post #19
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QUOTE(ZylonBane @ Wed Nov 30, 2005 7:51 PM)
Pfft, fine then. I'm not totally happy with this, but at least the "foot" pixel should track forward movement perfectly, since it moves back one pixel per frame. I see what you mean. I wonder if I can modify mine to be somewhere in between the two. Cheers, Ben | |
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Posted:
Thu Dec 1, 2005 12:49 PM
Post #20
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Revised Run Cheers, Ben | |
-------------------- | |
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Posted:
Fri Dec 2, 2005 4:39 PM
Post #21
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Will the player be allowed to stop while traversing
an overhead wire? If so, the current proposed animation will look odd of
the player stops.
| |
-------------------- ZylonBane's opinions do not represent those of the
management. | |
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Posted:
Fri Dec 2, 2005 5:58 PM
Post #22
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QUOTE(birdie3 @ Wed Nov 30, 2005 7:31 PM)
Call me stupid but where can I get
this sprite animating utility? I would really like to try my hand at
this. You can use this on Windows (for animated gifs). Combined with a drawing program it can be workable. This is the AniTuner utility for making animated cursors (or animated gifs) | |
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Posted:
Fri Dec 2, 2005 8:16 PM
Post #23
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QUOTE(ZylonBane @ Fri Dec 2, 2005 5:39 PM)
Will the player be allowed to stop
while traversing an overhead wire? If so, the current proposed animation
will look odd of the player stops. The player can stop, but only while "on grid", which will always be the first frame of the animation. (The player can, however, reverse direction "off grid".) | |
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Posted:
Thu Dec 8, 2005 1:35 AM
Post #24
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Not a fan of the one I did, Eric? - Adam This post has been edited by salstadt: Thu Dec 8, 2005 1:40 AM | |
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Posted:
Thu Dec 8, 2005 2:00 AM
Post #25
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QUOTE(legeek @ Thu Dec 1, 2005 6:49 PM)
No offense... but I see E.T. running away for his life! | |
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