no more spriting ever

Posted by Taizen Chisou on Aug. 28, 2012, 1:34 a.m.

because perhaps it is a bit much to spend an hour and a half on one still image

Pictured: Taizen Chisou, the character

I'm gonna stick to black-and-white wireframe doodles for everything I make until I can be assed to ask someone to make everything for me.

Comments

Yaru 12 years, 3 months ago

Actually, small sprites are easier to make because there's less room to make mistakes, so you'll make fewer. =P

The sprite is pretty nice. The only things I can feedback on is the choice of color, and that's really minor after all.

Astryl 12 years, 3 months ago

I wouldn't say it's a bad start, Taizen. Maybe start with a lower resolution and work your way up. It took me months to feel comfortable working on 64x64 sprites, and then I had Exile with it's 128x128 and larger ones. :P

Toast 12 years, 3 months ago

For some reason I find 16x16-type sprites impossible to make look good, while 32x32 is easiest. Anything bigger is usually out of proportion.

death 12 years, 3 months ago

16x16 is a bit too small most the time. unless it's like FF1 style characters or simple tiles. usually 32 is a minimum height for humanoid characters with a realistic proportion.

twisterghost 12 years, 3 months ago

The title of this blog was my motto from the start

Yaru 12 years, 3 months ago

I actually prefer making 24x16 characters. I prefer abnormally big heads, so it's pretty good enough. 32x32 is Game maker standard, and if you use the standard size, you will look like a noob. That's why I never make 640x480 resolution games. Ever.

Kunedon 12 years, 3 months ago

I usually work with 48x48 sprites. Sometimes bigger if it concerns bosses and such.

Quote:
That's why I never make 640x480 resolution games. Ever.

:(

I'm just too lazy to change the resolution of my games. I know, I'm horrible.

Pirate-rob 12 years, 3 months ago

I always make my resolution 320x320 cause it looks better and because ,as Yaru said, 640x4800 makes you look like you use default GM settings.

panzercretin 12 years, 3 months ago

Room size 300*200, fixed scale at 200%. Clean pixelation, no jagged midpixel shit or anything. I just have to make something cool and pixely to use for a game.

I feel like fixed scale is one of those settings I shouldn't really use.

Toast 12 years, 3 months ago

Quote:
32x32 is Game maker standard, and if you use the standard size, you will look like a noob. That's why I never make 640x480 resolution games. Ever.
"You will look like a noob" has to be the worst reasoning I've heard and also the oddest expression of vanity. I don't use Game Maker anymore (perhaps I was afraid of looking like a noob), so I guess it isn't much of a concern to me.

The reason people use that particular tile size and resolution combination is because the tiles neatly fit on the screen in a 20x15 grid. The 640x480 (or 320x240) resolution itself is more likely to scale to the full screen size proportionally, by a scale factor which is a real number - particularly important in the pixelly, bitmap graphic world. For widescreen resolution I would just have the option to add some width, either 720x480 or 800x480.