Haven't blogged in a while

Posted by Astryl on Jan. 25, 2013, 4 a.m.

Hey, I managed to not drop an ellipsis at the end of the blog title!

So, I haven't blogged in a while. It gets difficult to write blogs when the only things you want to write about are of non-general interest. Because be honest, how many of you want to hear a five-page tirade about OS development? (Almost wrote one).

I'm probably going to make most of my blogs here about art and music, with a few games sprinkled between. I'm taking my coding rants to Tumblr. Or Wordpress. Or something.

Anyway, have some concept sprites:

Every time I sprite, I try to challenge myself a bit more. Now I've moved onto nearly-fighter-character-sized sprites. This one is 48x96.

Animating it is a pain, but I'm using a proven method. I first drew the first pic, cleaned it up, then imported into GraphicsGale. From there, I painted 'mass zones'. Hence the multicolored figure in the second image.

And then the animation began. Onionskinning is a really useful feature. First I did four keyframes, named "Legs Tgt. Right", "Right Leg Fore", "Legs Tgt. Left", "Left Leg Fore", and then I tweened them. So it's an 8 frame walking animation, looks smooth, and took me a whole day to make.

Of course, I'm putting off the real work: Painting the details back on, all while making it look consistent between frames. Still, it's easier than trying to animate a fully detailed sprite. Because I tried that first.

This is all a major step up from using recolored Megaman sprites, and from there onto the very simple 16x16 sprites I favored. Took me ages to be brave enough to try a full-tilt running animation (Epic Christmas was where that started, I made the player lean into the run a bit, changed the profile a bit, made sure the arms were moving, the legs were moving more like a pendulum than a piston, etc).

Anyway, this art is for a collaborative game I'm working on. Kinda. Somebody in Germany. He wants to use Unity. I want to kill Unity with fire. I'd rather be using GM for this, as it's a 2D project with some minor 3D elements (Some terrain). Also, Unity doesn't know how to draw my sprite nicely. It doesn't know the meaning of "Linear Texture Filtering", nor does it want to.

Right, enough about that… onto:

Music

My forays into music began when I started banging away on a MIDI keyboard a few years ago. My mom was learning it. And so was I, when she wasn't looking. I just skipped the whole 'reading sheet music' thing and focused on the best ways to render the Dr Wily theme tune from Megaman 2 with the Distorted Guitar sound… Yeah, I was only 14…

Thanks to Stevenup, I have a rekindled interest in the theory behind music, and I've been studying several books he recommended. Good stuff, and I can now read sheet music (Albeit slowly, but I commit the important bits to memory).

At the moment, my only instrument is a guitar I was given for my birthday a few years ago. I get in somewhere between 1 hour to 2 hours of practice a day. A guitar is apparently the nearest best thing to a piano if you don't happen to have the latter, as it's range is pretty high.

Maybe one day I'll write a piece for my guitar, record it, and upload it. Also, maybe one day pigs will fly.

On the chiptune front, I'm working on a new minor 'album', and specifically running away from anything I've done before (Starting off in different keys, using upbeats, different timing, different or unusual 'instruments'). I've made a good start so far, and we'll see where it gets.

Anyway, since I have no new music to present right now, listen instead to this:

Comments

Charlie Carlo 11 years, 7 months ago

Cool sprite. The animation is a good start, but the limbs seem a bit rubbery, try to develop joints a bit more.

Cesque 11 years, 7 months ago

Quote:
looks smooth

I actually tried playing your animation and he looks more like he's dancing than walking. All that's missing is making him turn around as he shows his moves :p

On a serious note, there are two issues (both related to what Charlie mentioned):

1. When a leg moves back and up, the foot should face the front/bottom, not bend towards the back even more. Common mistake.

2. The thighs should move way more, compared to the parts below the knee.

Quote:
Still, it's easier than trying to animate a fully detailed sprite. Because I tried that first.

Never ever do that (DO YOU HEAR ME, REZ? I'M DOWN HERE IN MEGA'S BLOG BUT THIS ALSO APPLIES TO YOU). Hell, it's best to start with a stick figure before you animate the outline.

Charlie Carlo 11 years, 7 months ago

Quote:
Never ever do that (DO YOU HEAR ME, REZ? I'M DOWN HERE IN MEGA'S BLOG BUT THIS ALSO APPLIES TO YOU). Hell, it's best to start with a stick figure before you animate the outline.
But wait… I DO THAT.

JuurianChi 11 years, 7 months ago

Quote:
Never ever do that (DO YOU HEAR ME, REZ? I'M DOWN HERE IN MEGA'S BLOG BUT THIS ALSO APPLIES TO YOU). Hell, it's best to start with a stick figure before you animate the outline.
:D

#winning

Toast 11 years, 7 months ago

Quote:
Never ever do that
Probably why I've been failing so hard at doing a running animation.

Charlie Carlo 11 years, 7 months ago

Running animations are just difficult. I don't think it matters so much whether what you're animating is detailed or not, or maybe it's just the way that I do it. (completely redrawing a sprite or part of a sprite).

I think if you can draw a detailed sprite you should be able to re-detail it on the fly, considering it was done to your own specifications. I don't know how to explain what I'm talking about.

Basically, you should be able to draw something at any angle or pose, if you can do it once.

I just wanted to make a strip too. :c

Cesque 11 years, 7 months ago

I generally found it that when drawing complete sprites from scratch at every frame, it's awfully difficult to make minor adjustments on the fly, and changes corresponding to lighting etc. start getting mixed up with changes altering the animation itself. Once a frame "settles in", it's too much work to redraw it, you keep adding minor changes, and the result is a mess.

Drawing complete sprites at each frame also coerces you into being conservative in modifying already drawn content (particularly when it's very detailed), so you end up retaining large parts of the original sprite with minor changes as a base, instead of rethinking lighting and position of body parts for every frame.

This results in the Rez Effect: characters which only move the most relevant parts of their body.

But hey, whatever works for you - amazing sprite, btw.

JuurianChi 11 years, 7 months ago

Quote:
This results in the Rez Effect: characters which only move the most relevant parts of their body.
No turning back, this is now a relevant term to coin.

Charlie Carlo 11 years, 7 months ago

I can imagine that being the name for a terrible movie wherein the characters somehow are cursed and can only move certain parts of themselves at a time.

That'd be interesting to see acted out.

Charlie Carlo 11 years, 7 months ago

The Rez Effect isn't a bad thing, it's an art style.

You plebs are just too uncultured to appreciate it.

A study in Rez Effect