Spriting Tutorials

  • Hey guys, i've been looking to put some custom sprites into my projects and was wondering if any of you have any decent links with tutorials and/or guides on how to sprite.

    I've been looking and all I can find is links on how to pillow shade or edit pokemon sprites, ugh.

    So any help would be greatly appreciated by me and possibly many other construct users.

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  • I don't really recommend Construct for pixel art styled games for its high resource demands and I find the runtime a bit of an overkill for low resolution graphics.

    Then again I recommend learning pixel art more than anything for game graphics artists. There are many active communities of pixel artists filled with tutorials.

    A few sites you might want to take a look at:

    http://www.pixeljoint.com/

    http://www.wayofthepixel.net/

    Also:

    http://www.google.com/search?sourceid=c ... +tutorials

    Edit: Fixed a minor typo. A few more sites:

    http://www.tigsource.com/ - the home of many indie game developers

    http://www.natomic.com/hosted/marks/mpat/index.html - I remember using this tutorial years ago myself. Has a very down to earth look at the fundamentals of pixel art.

    Sadly many great sites and tutorials seem to have died. archive.org could be of use.

    Edit 2: Found another one I've used in the past. http://www.petesqbsite.com/sections/tut ... s/tsugumo/

  • Thank you very much for your quick reply, I will look into those sites.

    I can't believe I didn't think of searching pixel art ...

  • Wayofthepixel (aka Pixellation) has a page full of tool, resource, and tutorial links:

    http://www.wayofthepixel.net/pixelation ... pic=3467.0

    Be forewarned, learning to do pixel art well is a time consuming process.

    As for not using Construct for pixel art games... BOLLOCKS TO THAT. Use whatever kind of art you want

  • construct will use half-pixel positions in most behaviors.

    If you go with pixel art, use a proxy sprite with the behavior, then set your pixel art sprite to the position of the proxy. Put all pixel-art assets in a pxart family, and then do this trick:

    Always set pxart position to round(pxart.X),round(pxart.Y)

    This will round the coordinates, thus lining up sprite pixels with screen pixels

    Obviously you shouldn't allow rotation and make 1:1 without in-game resizing for those objects

  • construct will use half-pixel positions in most behaviors.

    If you go with pixel art, use a proxy sprite with the behavior, then set your pixel art sprite to the position of the proxy. Put all pixel-art assets in a pxart family, and then do this trick:

    Always set pxart position to round(pxart.X),round(pxart.Y)

    This will round the coordinates, thus lining up sprite pixels with screen pixels

    Obviously you shouldn't allow rotation and make 1:1 without in-game resizing for those objects

    Yeah, I knew about the half-pixel stuff, I just didnt have a plan to fix it, but I like your idea.

    And I know pixel art is time consuming... I made a few (crappy) custom walk animations with 4 levels of shade and 3 colors. Took a while, but I liked the end result.

    I just wanted to find some "Proper" tutorials instead of just winging it.

    Anyway, thanks for your replies guys!

  • most important rule would probably be to change filtering from linear sampling to point sampling in application properties. that way you don't get anti aliasing on your graphics

  • I actually noticed that while testing my Danmaku engine, but thanks anyway.

    If you want to see the (Shitty) sprite I made, its in the latest realease under the uploads section >.>

  • see section tutorials at website spritetools.com

    there is video tutorials about drawing sprites in vector and about vectorizing raster sprites.

    I've found it interesting.

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