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Which tools could I use to make those sprites myself?


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#1 Viclib   Members   -  Reputation: 123

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Posted 05 July 2013 - 12:55 PM

Hello,

 

I'm creating certain game for which the programming part mostly done, but I'm having trouble with the art. I don't have an artist, so I must do it myself. I need sprites like those: http://img113.imageshack.us/img113/5488/maleassassincrossdz7.gif they don't need to be as professional, but will have the same size and follow the same style (8 directions, front-angle). I have time to learn. So, what tools would you recommend me to look at in order to make those?

 

Thanks.



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#2 SimonForsman   Crossbones+   -  Reputation: 6305

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Posted 05 July 2013 - 09:53 PM

you can make sprites like that using pretty much any tool, gimp and paint.net are both free and pretty solid. if you prefer working with vectors you could give inkscape a shot.


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#3 kburkhart84   Members   -  Reputation: 1776

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Posted 06 July 2013 - 11:24 PM

You'll have to learn how to do it, in some fashion.  If you could deal with a 3d rendered look, depending on your skillset, it could be made easier, by using a 3d modelling package and rendering the animations from the different angles.  But, at lower resolutions you lose detail.  Also, if you can't learn the software, it won't help much.





#4 latch   Members   -  Reputation: 762

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Posted 08 July 2013 - 01:01 AM

^That is exactly what I do- it's pretty easy to generate my assets in Blender. You can see the dude I made for my latest project here:

http://flatank.blogspot.com/



#5 kburkhart84   Members   -  Reputation: 1776

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Posted 08 July 2013 - 11:10 AM

The character looks cool.  One of the issues I see with using our method is that it doesn't work when you need things smaller than 32x32 for the most part.  Things get too fuzzy.  Also, not everything can be done that way.  Smaller sprites for iso-rpgs can't really be done right.  The reason isn't only the size, rather the pixel faces(and expressions).  You could model a big head small body in Blender, but it won't be very good when you render, unless you have something 64x64 and bigger.

 

But I for one love the technique.  It is easier to get art to have the same style generally because you can use materials that are similar, and with the same lighting(if any).  And it is so much easier to make changes.  This applies to any animation you have, and multiplies more so when you have multiple angles like in isometric viewed games.





#6 latch   Members   -  Reputation: 762

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Posted 31 July 2013 - 04:57 PM

I'm rendering them to 128x128 and for now, I've been uploading nightly builds to:

www.egdahl.com/sm.apk

 

My latest additions include a particle system for sparks and smoke and randomizing the rock layout to break things up a bit. Be sure to tap the the upper left corner to get the character to change.






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