Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

2D All the way! / Looking for an animator

Author
Message
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 19th Aug 2006 20:23
I'm posting this in both the 2D and 3D boards because both methods can be used.

During September I will be adding more player actions to my game creation software Simple Game Toolkit. I'm now looking for an animated player character to use in my testing and to include with future releases of SGT. If nobody can help me out I'll do a 3D model myself and render all the images I need but it would save me a bunch of time if I don't have to do it myself.

Instructions:
You can either draw a character in 2D or render a 3D model.
All animations must be provided in 8 directions.
As it's mostly for testing quality doesn't really matter.
The character should be 14px wide and 20-25px high when standing still.
Make the frames larger to allow for sword swings etc.
All frames must have the same sizes and the with must be even.

Standing: 1 frame, no sword or gun drawn and no need to make them visible.
Runing: 4 to 8 frames, do as many as you want.
Sword swing: 1 or more frames, preferably with a "sword trail" and make it a wide swing.
Pistol fire: 2 frames, one before fire and one after the recoil.
Jumping: 1 frame, one frame when the player is in the air.

Let me know if you wish to help me out. If there are multiple aplicans I'll choose the one who can do the best animations in the shortest amount of time. Animations should preferably be done bey the end of September.

Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 20th Aug 2006 23:41
Version P.0.2 of SGT is now released and you can get it here.

For the latest shots check my latest blog post here.

Mr Anderson
21
Years of Service
User Offline
Joined: 14th Oct 2003
Location: NYC
Posted: 26th Aug 2006 11:07
What angle is the character going to be viewed from?

IDIC (Infinite Diversity Infinite Combinations)
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 27th Aug 2006 01:33 Edited at: 27th Aug 2006 01:36
My ground tiles are 24x18 so whatever angle suits a 4:3 ground would be nice. Perhaps somewhere around 45 degrees is nice? If you are interested to help me out could you put together a quick example from the side?

You can check out the shots and see what looks good

Right now I'm mostly interested in the stationary and running animations as I'm currently working on improving the movement features. I just added in 8 directions It would be nice to replace the arrows I got with a character.

BTW, here's my WIP thread:
http://forum.thegamecreators.com/?m=forum_view&t=86483&b=8

Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 27th Aug 2006 02:00
Oh yeah, if you're doing it in 2D then just mirror the left/right and diagonals. But I guess that's what you had in mind

Mr Anderson
21
Years of Service
User Offline
Joined: 14th Oct 2003
Location: NYC
Posted: 27th Aug 2006 20:48
Don't count me in just yet. If I do something it may just be to give you some extra stuff to play with.

I have only a little experience with this sort of thing. I have not done pixel art it a long time; that size is scary to me.

I'm trying to think of someways to approach it. One way I consider would be is to us vector graphics. It is more flexable and it could be output to your size specs. I did this when I was making a title based game a while ago (I think I used 32x32). It saved me a lot of time because I didn't always get the animation the way I wanted and having to resize work really destroys the detail. I do try to work efficent and if the character is symetrical most frams will be set in one direction to be mirrored.

Cheers

IDIC (Infinite Diversity Infinite Combinations)
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 28th Aug 2006 15:23
Whatever you do I'm sure it looks way better then my arrows that change color to represent animation And I'm sure others will be happy to have an animated character to use.

Images can be scaled down without looking too bad. Many artists make images many times larger then the final size so that they can scale it down when they are done. SGT (and DBP) have support for 32bit PNGs so if you use a program like Photoshop you can save the transparency and making antialiased characters. Like if you want a character that is 14x20 you can start with 28x40.

Really, the best way to do this type of work is in 3D if you have any experience with that. Just pose the character the way you want, set the camera in the correct angle and the propper resolution and make the character rotate 360 degrees over 8 frames. Render out to 32bit PNG with antialiasing and it will look amazing ingame.

I was thinking that perhaps 20px is a bit high depending on the angle. Realisticly you would see the character pretty much from above but in games you usually see the character more from the side as that looks better. BTW, thanks to the improvements in player movement I don't mind if you make the character 16 or 18 px wide should you find that more to your liking. As long as it suits the other art.

Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 28th Aug 2006 21:57
Just wanted to quote Van B from another thread:

Quote: "Just draw your stuff at double the required resolution, scale down by half - and you have a sprites with smooth edges - assuming you have an art package that supports layers and alpha of course. You can also add glows, or drop shadows using PNG."


BlinkOk
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 29th Aug 2006 03:50 Edited at: 29th Aug 2006 11:38
i did this dude a little while ago. i don't have a jump or gun/sword for him but i can do it if you want. he's a little larger than your spec (only a few pixels). lemme know if your interested.


P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 29th Aug 2006 15:18
BlinkOk:
I'd be happy to use what you got for the next update of SGT which have support for 8 directions. And yeah, if you wanna do more animations then I'll gladly accept. Man, that guy is really well animated

If you can get me the frames you got so far I'll check how he works with SGT.

BlinkOk
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 29th Aug 2006 17:29 Edited at: 29th Aug 2006 17:33
ok here are a few different versions of the sheet. just use whichever one you want and let me know. note that the aspect will probably change when i add the jump/shoot/sword stuff.
.PNG (Anti aliased).GIF (Anti aliased)

------------------------------------------------------------------

.PNG (32 bit alpha channel).GIF (Indexed)

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 29th Aug 2006 20:57 Edited at: 29th Aug 2006 20:58
Ah, 32bit PNG! That's my favourite I'm gonna add in internal image mirroring but for testing I did some manual mirroring myself. I'm also gonna add in an y offset value, right now your guy is flying SGT however needs the animations placed with up on top and then CW down. Also the stationary frame must be placed at the beginning of each row for now. I've put the tile sheet together as it should be. Have a look in case I didn't make 100% sence. Animations don't have to be sized the same, individual size, FPS and offset will be used for each animation.

As I said I did the mirroring myself and I'm gonna make SGT do this internally before I release the next version. In the future I intend to have tools included in the editor to configure the frames any way you want.

BTW, I just noticed that your last frame should be the first. Didn't fix that and it's probably not noticeable ingame. Otherwise he's looking great

Do you wish to be credited as BlinkOk or something else?

Oh, and if you wish to make animations with more frames then I suggested then there's no problems. Perhaps it would be cool if he used his bag as a melee attack?

Attachments

Login to view attachments
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 5th Sep 2006 16:40
Blink:
If you are interested I can add you to my list of SGT beta testers?

MrA:
If you are still interested in making art for SGT I can add you as well.

Beta testing of SGT will be held on my forum and will hopefully start this month. You'll be able to test new features before the official releases and post your comments and suggestions.

BlinkOk
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 5th Sep 2006 16:43
yeah that would be cool. i don't think i will get much testing done but it would be cool to see the results.
ps: done the jump and the bag swipe anim. just gotta render em out at the angles
thanks

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 5th Sep 2006 21:18
Great

No hurry with the animations, only movement will be working in the next update. Getting the movement step code working have taking quite a lot of time but I'm almost there with the paper version.

Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 6th Nov 2006 00:35 Edited at: 6th Nov 2006 13:22
BlinkOk:
Finally I'm starting on adding the fun stuff to SGT. I'd be interested in those animations on monday. And if you are up to it I'm interested in push animation like the end of next week and later a pull animation and even later a gunfire animation, a handgun would probably look good. Can you render to all 8 directions like in the image I posted earlier?

I should hopefully get the beta group started within 2 weeks, got 6 people so far.


Edit:
That is monday next week, not this week and so on

BlinkOk
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 8th Nov 2006 10:21
ok im on it. i may take a few days to get it done. the eight directions is fine i'll make sure it's the same as yours

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 10th Nov 2006 13:12
This week have been far bussyer then I thought so not only was I away yesterday but I'm dead tired so I'm not getting anything done today. So anytime next week would be great. I also got a few other things planned for the next update + updating my site and the beta group so I got things to do while I wait

BlinkOk
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 14th Nov 2006 00:51 Edited at: 14th Nov 2006 00:52
BAG SWIPE


PUSH


if i've forgotten something let me know

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 14th Nov 2006 09:50
Great stuff man! But where's that neat looking trail in the images?

I'm currently working on a script system for my GUI that will make it easier for me to update Editor and will also result in a much shorter load time for SGT. But after that I'll add in your animations. Can barely wait to see them in action

BlinkOk
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 14th Nov 2006 11:07
don't worry. it's there

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 14th Nov 2006 13:14 Edited at: 14th Nov 2006 13:15
Ah, with a black background in Photoshop I could see it

Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 14th Nov 2006 15:52 Edited at: 15th Nov 2006 07:36

Login to post a reply

Server time is: 2025-05-16 10:57:36
Your offset time is: 2025-05-16 10:57:36