~Hakurei Shrine~ > Alice's Art Atelier
[Art] Custom Danmakufu Sprites + Graphics by Fulisha *TAKING ART COMMISSIONS*
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Fulisha of Light:

--- Quote from: gtbot on February 07, 2015, 12:04:42 AM ---Ahh, I've seen your sprites before. I rather like them! If you don't mind my asking, why are the Nansei sprites off-limits?

Some things I'd like to mention:

Try to keep the sprites in a consistent grid, preferably in sizes that are divisible by 8 (not required). Some of your sprites also have extra space on the edges. Combined, it made it difficult for me to figure out the exact coordinates
Momiji: The animation on the sword looks unnatural, due to how stiff it is. Also, her right sleeve isn't as animated as other parts of her sprite
In general, there is some jump-iness in the sprite animations. Kaguya's skirt is the most noticeable

For some reason, I couldn't save Iyona's spritesheet to animate it without it getting corrupted. Strange~

Overall, I like the sprites. You did a great job with them ;)

As for your STG frames/layouts, they are amazing! I love them! Fantastic job on those! :D

--- End quote ---

Well the reason for that is that the sprites are made for LENK64 if she ever decides to make a game. (Plus, Iyona's sprites aren't done yet and I may redo Nozomi at some point in time.)

I don't know about the sleeve, but I will look into it and fix it and the sword (maybe shrink it down a bit since Delfigamer mentioned the grid sizes; I always tend to make things too big  :ohdear:). I'm still trying to find the right speed for the sprites so it flows like in the game. Unless the frame by frame animation is off.

Iyona's sprites got corrupted?  :o That shouldn't happen. Did you try saving it again?

I like doing the layouts the most. Always fun to experiment with :D


--- Quote from: Delfigamer on February 07, 2015, 01:46:31 AM ---Actually, video cards just love it when your textures' sizes are powers of 2 (many of them even refuse to work otherwise). By extension, sprites are usually made with "good" sizes too, though latter is not that necessary.
This is related to how video cards process these textures. Let's say... it's just a lot easier when you can cleanly divide by 2 all the way down to 1.
Sometimes you are allowed to load non-good textures as well, but it's often done with a whole spectrum of limitations and drawbacks. For example, D3DX, when is asked to load a texture from a wrong-sized file, creates a good-sized bitmap in memory and then resizes the input image to the target bitmap that way so, when drawn with original image size, original picture is reproduced. Though, when used with sprites, this technique may introduce some nasty artifacts.
Here's an example. I have created two textures, the first one being of good 8*8 size, and the second one being ill 12*12. Then, I asked Direct3D to draw left-topmost 4*4 regions of both textures.
Here's how it looks with the good texture. We see exactly what we intended to show.
Here's how the bad texture works. Colors from neighboring regions flood into our sprite. Why does it happen? Because, during loading, D3DX resized our 12*12 image to 16*16 texture, so texels' boundaries are no longer where we wanted them - instead of whole 4 texels we see about 5.3 of them which correspond to our desired region.
To add more clarity, here the full texture is shown. As we see, it's size is actually 16*16, not 12*12 as we originally intended. Though, if I put this texture on a 12*12px square, I would get the original image.
To make the point more evident, it this example I used a rather large size for sprites and effectively disabled magnification filtering, so we can clearly see the boundaries of texels. Still, even with default linear filter and near 1 pixel-to-texel ratio, we still can see this color flooding artifact near our sprites' borders.
However, as I said earlier, nothing stops us from putting arbitrary-sized sprites in a good-sized image. Still, traditionally, the whole texture is usually divided into a right grid, which makes individual regions to have power-of-two sizes as well.
As an example, here is a sprite sheet from guess what. As you see, 256*256 texture is divided into 4*4 grid, making each region 64*64px in size. [UPD] oh wait what that's 4*3 grid, okay, bad example, imagine this one was never mentioned :o [/UPD] Here is another sheet from the same game. Some of the grid cells are further divided to make space for smaller objects.
As for the whole texture size, it's usually 256*256, though I remember creating several huge 4096*2048 texture for some bitmap Unicode font. They weren't all loaded at once, though.

So, that's how sprite sheets are made in real good games. :3

P. S. You are welcome.

--- End quote ---

I think I understand what you mean. I guess I'll have to resize them a bit and layout a grid then?  ???
Uruwi:
Great, now someone can make actual games out of the Nansei Project.
gtbot:

--- Quote from: Fulisha of Light on February 07, 2015, 12:22:08 PM ---Well the reason for that is that the sprites are made for LENK64 if she ever decides to make a game. (Plus, Iyona's sprites aren't done yet and I may redo Nozomi at some point in time.)

I don't know about the sleeve, but I will look into it and fix it and the sword (maybe shrink it down a bit since Delfigamer mentioned the grid sizes; I always tend to make things too big  :ohdear:). I'm still trying to find the right speed for the sprites so it flows like in the game. Unless the frame by frame animation is off.

Iyona's sprites got corrupted?  :o That shouldn't happen. Did you try saving it again?

I like doing the layouts the most. Always fun to experiment with :D

--- End quote ---
Understandable. I can't remember where I read it, but I think she got a group of people to finally make a game for Nansei?
Personally, I'm still going to make a Danmakufu script of Yumi, eventually...  :3


I haven't actually checked ZUN's animation speed frame by frame, but when I (personally) animate ZUN's player sprites, I have the idle animation running at 1/10th of a second for each frame (6 frame delay when running at 60 fps). For movement, I run it at 1/15th of a second (4 frame delay at 60fps), but the first four sprite speeds are doubled (1/30th, 2 frame delay at 60fps); it then loops to the 5th sprite.
I did indeed mean the frame by frame animaion was slightly off, as in the smoothness of the animation. Most of them were fine (Chen's was great), but Kaguya is kind of all over the place with her skirt. However, this could also be because of the placement of the sprites, I'm not sure.

I tried multiple times to save Iyone's sprites, but it just kept getting corrupted. However, I was able to just copy and paste the image it onto a new image, though, so it worked out in the end :)
Definitely work on the grids, as it seems as though Iyone is in a 65.25x100 grid, I think? Try to stay away from decimal placements. The placements of the sprites themselves aren't centered on the grid, so she teleports slightly left and right during her animation.


--- Quote from: Fulisha of Light on February 07, 2015, 12:22:08 PM ---I think I understand what you mean. I guess I'll have to resize them a bit and layout a grid then?  ???

--- End quote ---

What he means is that your overall image sizes should be in powers of 2 (such as 128x128, 256x256, 512x256, etc; currently, your images have sizes such as 357x154). It's not required for your sprites themselves to be in powers of 2, but generally, people make sprites with that in mind, so their sprites end up actually being in a power of 2
Fulisha of Light:

--- Quote from: gtbot on February 07, 2015, 08:41:41 PM ---Understandable. I can't remember where I read it, but I think she got a group of people to finally make a game for Nansei?
Personally, I'm still going to make a Danmakufu script of Yumi, eventually...  :3


I haven't actually checked ZUN's animation speed frame by frame, but when I (personally) animate ZUN's player sprites, I have the idle animation running at 1/10th of a second for each frame (6 frame delay when running at 60 fps). For movement, I run it at 1/15th of a second (4 frame delay at 60fps), but the first four sprite speeds are doubled (1/30th, 2 frame delay at 60fps); it then loops to the 5th sprite.
I did indeed mean the frame by frame animaion was slightly off, as in the smoothness of the animation. Most of them were fine (Chen's was great), but Kaguya is kind of all over the place with her skirt. However, this could also be because of the placement of the sprites, I'm not sure.

I tried multiple times to save Iyone's sprites, but it just kept getting corrupted. However, I was able to just copy and paste the image it onto a new image, though, so it worked out in the end :)
Definitely work on the grids, as it seems as though Iyone is in a 65.25x100 grid, I think? Try to stay away from decimal placements. The placements of the sprites themselves aren't centered on the grid, so she teleports slightly left and right during her animation.
--- End quote ---

Oh really? That's the first I've heard. Maybe I'll ask her more about it.

Ah, I see. That's really helpful, thank you ^^



--- Quote from: gtbot on February 07, 2015, 08:41:41 PM ---What he means is that your overall image sizes should be in powers of 2 (such as 128x128, 256x256, 512x256, etc; currently, your images have sizes such as 357x154). It's not required for your sprites themselves to be in powers of 2, but generally, people make sprites with that in mind, so their sprites end up actually being in a power of 2

--- End quote ---
Oh! The (player) sprites actually were 256x256, but I cut off the rest of the image because I didn't make them their shots yet (and all that would be there for shots is Reimu's because I used her format as a base).  :blush:

Here's Momiji's sprite sheet, Version 2


* Smaller sword and colored more lightly; fixed the sleeves a little
* Everything should be lining up nicely now on 256x256; Shield was moved a little
* No shots (yet) unfortunately, but I'm open to suggestions
Delfigamer:
32*48? I approve :3

Considering shots, how about sword slashes like TD Youmu's unfocused?
No ideas about her options. Aside from maple leaves, which seem rather far-fethed for me.
Though... :derp:
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