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Little bit of art work
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MultiColoredWizard
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Joined: 01 Feb 2003
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PostPosted: Sat Aug 28, 2004 6:48 pm    Post subject: Reply with quote

your face is pointless
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SunsOfFlame




Joined: 28 Apr 2003
Posts: 139

PostPosted: Sat Aug 28, 2004 7:00 pm    Post subject: Reply with quote

...good one...

And KainMinter, they look really good. I'm looking forward to your game.
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RedMaverickZero
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Joined: 12 Jul 2003
Posts: 1459

PostPosted: Sat Aug 28, 2004 8:33 pm    Post subject: Reply with quote

Based off what I have seen, it's gonna be a very elite RPG in terms of both plotscripting, and graphics. Little is known to me about the storyline though. Which is always a great thing to keep as a suprise. Show more graphics KainMinter, they're great.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Sat Aug 28, 2004 9:02 pm    Post subject: Reply with quote

KainMinter wrote:
Nobody said anything I did was "advanced".


Ahem.

Shaede wrote:
Kain for his method of doing that sprite, which IMO, is more advanced then doing it pixel by pixel.


Also, listen to and respect Friend. He's not only the Art Corner mod, but a genius at pixel art. Seriously.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
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PostPosted: Sat Aug 28, 2004 9:23 pm    Post subject: Reply with quote

I apologize for nit-picking, I really didn't mean to do it.

It does look nice. Though whether or not it is more "advanced" is in the eye of the beholder.
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Friend




Joined: 06 Feb 2003
Posts: 235
Location: California

PostPosted: Sat Aug 28, 2004 10:05 pm    Post subject: Reply with quote

-Nobody said anything I did was "advanced".

Your friend did.

-The sprite has been tested and looks fine in the OHR.

I maximized the sprite and looked at it in 320x200 res. I personally think the garbled color pixels really detract the overall craftmanship of the work. It'll look a whole lot better after some time of cleaning up.

---

Ok. Done with the critique, on to the other matter. I'm not pleased with the way you handled this. You jumped on me when I'm not being hostile, but that's minor. Your last comment however, bothers me. You should expect arguement and discussion when you post here, whether you like it or not.
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Flamer
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Joined: 04 Feb 2003
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PostPosted: Sun Aug 29, 2004 3:07 am    Post subject: Reply with quote

ok... first things first, you post art, you are bound to get critique and praises.

next thing, the scanned then coloured images looks great, a bit lacking around the edges of the body.
now, the sized down one... it looks like it was JUST sized down, because it looks garbled and disfigured in areas, easily fixed if you went over it in the editor or whatever pixel program you use.

anyway, onto the other comments posted.
James' comment, I like that idea of scanning and pixelation in that manner, saves time constructing the entire figure with just pixels and saves presentation because sizing down ruins pictures extremely. (especially MSPaint)
Orchard's/Friend's comment, interesting, didn't know professionals did that in the gaming industry, I know they did it in the film animation industry (which probably has become the same thing as of lately Oookay... )
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Sun Aug 29, 2004 9:25 am    Post subject: Reply with quote

I'm sorry Friend. I didnt see the word advanced anywhere until Uncommon quoted it. I appologize. I did find your SF3 information insightful though. =)
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Sun Aug 29, 2004 5:10 pm    Post subject: Reply with quote

Quote:
I had a capcom artbook for SF3 a while back where they include the process of their sprites creation. They started by scanning the b&w sprite sheet in and shrunk them. After that, they redid the line via pixel by pixel and colored it the same way.


there is a fairly obvious optimization to that process:
thresholding the pic to B/W and starting from that outline. then there's mostly only touchup work to be done before the coloring can begin.

even better would be a 'smart' thresholding that looks at the surrounding pixels and guesses pixels that will create a 1pixel thick line, on a similar principle as my auto-antialiasing code.
it is surprising to me that they haven't got such a tool as it wauld save many many hours, considering the amount of sprites they have to produce.

I'll have a go at putting something together for that purpose.
for anyone who's interested, the idea i am starting from is that of the pixels surrounding a pixel, if there are exactly two black pixels and the center pixel is located between them, then the center pixel should be set to black.
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