Character Sprites

Started by horacio_funes, Sat 12/02/2005 22:12:44

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horacio_funes

i kind of asked this before but i still having some problems, mostly because i'm used to work with engines that let correct the axis.
I'm still having problems with the walking animation of my character (i'm using guybrush sprites so the sprites are ok) it don't looks good, the alignment is bad when i animate it.
by now i have a big sprite sheet with all the sprites without any square or anything just the sprites in a green bg, so, what exactly i have to do to my sprites before importing them to be sure that the animation will be fluid and good looking in the engine? . try to be specific. Thanks in advance.

Scummbuddy

the widths need to be the same on most animations, such as if the character is essentially staying in the same spot (feet shouldnt move)

but in this case, I would say, right click on each sprite that you imported, and select the 'crop sprite' selection.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

horacio_funes

So what i have to do is have separate sprites all the same width, import them and crop the sprites. just that?

Radiant

Yes, but be careful that you crop them all together (select all relevant sprites at once, then right-click).

horacio_funes

Ok, thanks. i'll give it a try.

horacio_funes

That didn't work.
I tried selecting all the walking sprites from a sheet using the same width for the selection area and trying to use the head as a reference (because it remains in the same possition during the animation), then after 20 minutes i had a working walking loop. but then when i imported the sprites of the character picking up an object i realized that i had to reimport all the walking sprites because the picking up sprite was bigger than the others.
So now what i'm doing is make separated sprites with a lot of blank space in case i need it for future animations that doesn't fit in a little square, and i make shure that the location of the sprite in the image remains the same in all the sprites to be sure that the animation will work fine, and when i finish the game (or at least when i know  that i won't import more sprites for my character) i'll crop all the sprites togheter. Unfortunately i'll have to work my game using those too big sprites that makes my character appears in the incorrect location on the screen but i guess i can live with it. Anyway if you have an easier way to manage sprites please tell me!

Scummbuddy

you dont need to do that, for the most part.

yes, for all frames in a single animation, the point on which it revolves around, is the middle coordinate, along the bottom. so, if you want it to not jump, you will need to have the same amount of pixels to the left, for every frame, and the same to the right.

but when you want to switch views, such as to bend down to pick something up, or to pick up a shovel and stuff it down your pants... you can use setcharacterviewoffset, or maybe just setcharacterview.

look them up in the manual/help file, and try it out.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

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