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! / Method of 2D Sprite Design. Good or no?

Author
Message
Crystal Darkness
21
Years of Service
User Offline
Joined: 7th Feb 2005
Location: United States
Posted: 14th Oct 2005 19:51
I have decided to make a platformer in 2D. I guess that the game the compares closest to the graphics set up of it would be one of the Mega Man X games, possibly even Mario. Now, in order to design efficient sprites, i decided to make a "sprite skeleton". I am doing this by finding animated sprites of Zero, importing them into Flash, and placing circles where his joints would be (including ankle, knee, hip, chest, shoulder, elbow, hand, etc.) and connecting them with ligaments (Foot, calf, thigh, spine, bicep, forearm, etc.). Then, i would animate it frame by frame following where the respective pieces would be on Zero. Then, when I get rid of zero, I have an animated skeleton that I can use my concept art to create an animated character around. I ask though, is this efficient? Or am I wasting my time? Perhaps there is a better way? I don't know much about 2d sprite creation, so I thought that I'd ask you, the experts. Thank you for your time!

Regards,
Crystal Darkness
Pincho Paxton
23
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 15th Oct 2005 03:25
If you find a way that works for you........ use it.

I use a program called poser to get my skeleton from. Similar to your idea, but probably easier. Poser might be around somewhere as it was given away free on a magazine.

Van B
Moderator
23
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 24th Oct 2005 13:41
Drawing sprites is one thing, animating them is something else entirely.

There's a few systems that you can employ to make life easier - personally I'd probably write a whole sprite and animation system in DBPro for making sprites, it just depends on what eats all your time and what you can do to dilute that overhead. Really, as long as you like the results, you can't go wrong - I mean 2D games are more of a statement, if people like the results then it's artwork, otherwise it's just sprites. Continuity is a major factor though, you should stick to a method that works through your whole game, miss-matched 2D is a real eyesore, try to embellish 1 strong style throughout and the overall effect is always better.


Van-B

Put those fiery biscuits away!
indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 6th Nov 2005 13:41 Edited at: 6th Nov 2005 13:43
if you really want to use a flash based rendering method then consider an alternative package similar to flash but more inclined for animation. it even has a 2d-3d psuedo skeleton system like milkshape but 2d based using vectors.

http://www.lostmarble.com/moho/index.shtm






alternatively create your objects in 3d and render them out as 2d sprites.
this alleviates shadowing etc.. and makes animation a lot easier

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 

Login to post a reply

Server time is: 2026-07-06 20:50:26
Your offset time is: 2026-07-06 20:50:26