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For using the engine's graphic editor

 
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Oman




Joined: 17 Mar 2005
Posts: 16

PostPosted: Tue Mar 22, 2005 2:59 pm    Post subject: For using the engine's graphic editor Reply with quote

When I first started using the OHR, my graphics were nothing more than blocky looking people and such. Everything looked crummy. Why? Because I was using the OHR graphic editor, and my alternatives sucked. (MS-Paint for windows 3.1) So I learned how to use the editor efficiently. Here are a few pointers.

1)Outline the outside of everything with a dark shade of color.

2)Don't use the line tool. I'm sorry, but it sucks for long distance. Draw everything in with the pointer.

3)Use the rule of 1 when looking at what colors to choose. Generally the best colors are only 1 spot away.

4) Look at it how it would be in the game. Find flaws, redraw it.

5) Never use the fill tool. draw every dot in, chances are you will see how to color it better.

6) The more shades the better. Make it as real as possible.

7) Don't shoot the computer.
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Sephyroth
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PostPosted: Tue Mar 22, 2005 3:22 pm    Post subject: Reply with quote

Quote:
3)Use the rule of 1 when looking at what colors to choose. Generally the best colors are only 1 spot away.


I didn't understand this one at all.

Quote:
5) Never use the fill tool. draw every dot in, chances are you will see how to color it better.


Didn't get this one either. The fill tool is just there for convenience; I don't see how not using it would help in making sprites.

Quote:
6) The more shades the better. Make it as real as possible.


In general, about three shades are sufficient for any sprite. Four shades if the surface is meant to be particularly shiny. Any more and the sprite eventually winds up looking gradient-ized like hell.

Quote:
7) Don't shoot the computer.


lol irrelevent comment that contributes nothing at all omg omg omg
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Ssalamanderr
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Joined: 14 Feb 2003
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PostPosted: Tue Mar 22, 2005 6:47 pm    Post subject: Reply with quote

For what it's worth, I definetely agree that drawing pixel by pixel is way better than going "freehand" or using the line tool, etc.

Could you elaborate on #3?

If we're looking for graphics tips, I say draw a concept sketch type thing out on paper first to get the pose right. Don't make it too detailed though, you don't have a lot of space.
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Oman




Joined: 17 Mar 2005
Posts: 16

PostPosted: Wed Mar 23, 2005 4:52 pm    Post subject: Reply with quote

For #3... You know how the pallette is set up, right? Each row is a color in varying shades. Usually when you pick a color, the best choice for supplementing it is right next to it. This is more or less a no-brainer, but it might be useful to someone who has a hard time shading.

Yes, the last comment was for humourous effect only.

#5... What I mean is basically this. If you draw everything dot by dot, sometimes it helps get the creative juices flowing. You know, thoughts like, "Maybe I should shade this pixel a darker shade, or a lighter one." This is more of a personal preference on my part.

Your right about the shading. As long as it looks good, and is appropriate for your game though. Some people shoot for that effect sometimes.

Hopefully this clears it up a bit guys.
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The Drizzle
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PostPosted: Wed Mar 23, 2005 5:52 pm    Post subject: Reply with quote

I disagree with your "rule of one." I find that a lot of the colors that are next to each other are so similar that it's pointless to use them both. I'll usually go one or two, but sometimes more, depending on the color.
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Jack
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Joined: 30 Jul 2004
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PostPosted: Thu Mar 24, 2005 10:11 am    Post subject: Reply with quote

i can't help but to disagree with 'rule' number 3.

sure sometimes that can be the case, but as the drizzle (edit: i put komera here instead for some reason) said the colors can get a little too similar. everyonce in a while i've used two completely different colors for the shade and base color.

if you look at the red and dark teal carpet in 'mystics screenshots', the darker color around the dark teal is actually a dark gray. then the skin colors are a light yellow and a light brown.

go more than just the 'one' step. move around the pallette in fact. be free with it, and you can come up with some different combinations.
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Last edited by Jack on Thu Mar 24, 2005 6:43 pm; edited 1 time in total
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Uncommon
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PostPosted: Thu Mar 24, 2005 2:24 pm    Post subject: Reply with quote

You've gotta have an eye for contrast.
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MADSOFT Games
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PostPosted: Sat Mar 26, 2005 1:37 am    Post subject: Reply with quote

I too, disagrees with rule number 3, I usually prefer 2-3 depending on the shaded area, and all my other comments are the same as the ones above, but, whatever, everyone has his own thought and ideas of making sprites anyways...
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