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Offline C Belmont

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Can't everything covered in your videos be done by simply resizing your image in photshop with units changed to percent & the resampling set to nearest neighbour?
« Last Edit: February 23, 2012, 03:52:31 AM by C Belmont »

Offline JooohnShaft

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don't worry montoya, it's just a concept image. ;)
i'm makeing more designs and elaborations. ;)

Offline JooohnShaft

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Okay, ;D so how about this andras study.

Offline Corpsecrank

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Can't everything covered in your videos be done by simply resizing your image in photshop with units changed to percent & the resampling set to nearest neighbour?

If that were so why would I have made vids. Resizing with exact amounts in photoshop does not always work especially on things that start out small. Scaling tends to cause a loss of detail in photoshop and other programs so I started doing this because it is still really fast and easy and never fails to produce precise results.
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Offline Belmontoya

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Thanks Corpsecrank!

That was a cool tutorial. It still didn't fix my problem though. I can re-scale the sprite down without a problem, but when I try to use a the filter: pixelate>mossiac>set to 2 on it, I get gray haze around my outlines. I thought it was the re-scaling doing it, but it turned out that I was wrong.

I've tried just about everything and it looks like I'm going to have to just run the effect, and then edit everything by hand. It will have to be my final phase in the sprite creation of this game. It looks much better than the high detail sprites.. So it's worth it.

: /
The worst monsters are human.

Offline Belmontoya

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Oh and Shaft, I appreciate your efforts for my project, but I think we're just on different pages here with the art direction.

Thanks anyways though!
The worst monsters are human.

Offline Corpsecrank

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Thanks Corpsecrank!

That was a cool tutorial. It still didn't fix my problem though. I can re-scale the sprite down without a problem, but when I try to use a the filter: pixelate>mossiac>set to 2 on it, I get gray haze around my outlines. I thought it was the re-scaling doing it, but it turned out that I was wrong.

I've tried just about everything and it looks like I'm going to have to just run the effect, and then edit everything by hand. It will have to be my final phase in the sprite creation of this game. It looks much better than the high detail sprites.. So it's worth it.

: /

Ah ok I know what you mean exactly because I also used that same filter and setting to make my richter HUD icon for my game. I took some richter art and cleaned it up then scaled it down and pixelated it the same as you are doing for this. The filter is going to cause that no matter what you can't avoid it. It is a side effect of the filter "blurring" the pixels into a pixelated state. You would have to redefine all your edges again manually like that. I don't think pixelating them with a filter is really the best option but coming up with a better solution isn't exactly easy either. The only thing I can suggest is to run over the sheet by hand after it is done and reshade all the pixels with a more exact palate since pixelating the graphics changes colors in the sprite. That would allow you to correct any damage the filter did while also fixing the color issues. I know that sounds rough but that is kind of what it takes making sprites. I generally go over my sheet 5 or 6 times just correcting color alone.

« Last Edit: February 23, 2012, 06:41:56 PM by Corpsecrank »
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Offline Belmontoya

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Right. I'm not worried about the work or time it's gonna take to do it. I was just hoping to find a faster solution so I can make my example screen shots look cleaner.

I'm still editing a lot of Enthu and other characters sprites, so meanwhile you'll have to just keep in mind everything we just talked about when you see my example screen shots. I've come a long way and you gave me some good advice on color palates within level tiles. I look forward to getting some more feedback from you on my level concepts. You've got a good eye Corpsecrank and I appreciate your advice.

Donoffrio, I would love to have your help with the enemy sprites!

I'm gonna work my ass off on the sprites for the next month or so and then I'm gonna focus on programming. I have to give my self a deadline for this kind of stuff otherwise I'll never get it done, because I could seriously spend my whole life refining this stuff. Hahaha.
The worst monsters are human.

Offline JooohnShaft

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Okay, I'll continue to give concepts though. ;)

Offline AISTODIAOLO

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you whole work seems a lot different than other kinds of fan/whatever you call it - games.
that alone makes it interesting.

Offline Corpsecrank

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you whole work seems a lot different than other kinds of fan/whatever you call it - games.
that alone makes it interesting.

Yeah I think that was one of the first things I noticed.
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Offline Belmontoya

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Thanks guys. It's a big undertaking making all of this stuff from scratch. It's very important to me that nothing in this game is re-hashed. Simple, fun and challenging are my main focus here for the first game. I'm an old school Castlevania fan from the pre-SOTN days. I like the challenge of struggling with a falling stalagmite or false floor tile; not trying to remember what ring I'm supposed to equip in which room or what have you.

I really wish Konami would just hire a new developer to reboot the 2Dvania's, but I don't think it's gonna happen anytime soon. So I'm going to do it myself. If anyone wants to help me, hop on board. I could really use help with the programming end of this. It is very difficult to try to program a game and create all-original art at the same time. I know there are plenty of people on here with experience making fan games with SOTN sprites. I urge some of you to step up and be a part of something new. I have groundwork laid out for this game in gamemaker, but I am open to any software if I can get someone motivated and who follows through to collaborate with me. If we can get the right people together, this will be a better game, and will be available to the public sooner.

Meanwhile, I will continue posting new screen shots with new characters for the next 3 or 4 weeks, while I refine them.

The worst monsters are human.

Offline Belmontoya

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New reboot also means new logo.
The worst monsters are human.

Offline Las

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Hey Montoya Very nice Logo. It's eye candy and it's original which means two thumbs up!! Also i feel like calling you Inigo. yeah, Inigo Montoya, remember him he's after the 6 fingered man in the princesss bride. Awesome classic for sure!

Taking Edward Scissorhands to a whole new level!

Offline Corpsecrank

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New reboot also means new logo.

Yeah that is a smokin logo if I do say so myself. I think I like it more than the one for my own game but I had some restrictions for the one I used which was to follow the style of the original using the text from the more modern games.

I am getting ready to redo those tutorials actually. I will update the links once I do. My new mic came today and I wanted to redo the vids with some much better audio. the $10 headset mic isn't cutting it lol. I figured while I was redoing the videos I would just show an example of how standard rescaling methods destroy quality. The first video is going to show a side by side view of both results so that you can get a good handle on just how different they are.

Anyhow keep up the good work you are making excellent progress. This project of your is really shaping up fast!
You can find all my projects here: https://thetilepile.blogspot.com/

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