Fruits
by David Cobb · 08/29/2006 (7:29 am) · 15 comments
The first batch of sprites for the game...

I thought I posted this already, but I guess I didn't.
Anyway, this animation stuff is taking a long time. I'm getting really good results from my new process of roughing in the shapes for each frame separately and minimal copying pixels directly from frame to frame. I'm still clinging to the copy + move + fix mode though for some reason. Hopefully I can break myself of that habit.
Anybody know any tips to speed up the creation of animated sprites? ;)
Well, as I'm getting tired of animating and have enough basic stuff to start coding, the next post will be gameplay-oriented and will see things running around in TGB. I already have my tileset imported and some maps laid out, I've also got all my animations and sprites in there. Easy stuff, that was. Now I'll just be running through some tutorials.

I thought I posted this already, but I guess I didn't.
Anyway, this animation stuff is taking a long time. I'm getting really good results from my new process of roughing in the shapes for each frame separately and minimal copying pixels directly from frame to frame. I'm still clinging to the copy + move + fix mode though for some reason. Hopefully I can break myself of that habit.
Anybody know any tips to speed up the creation of animated sprites? ;)
Well, as I'm getting tired of animating and have enough basic stuff to start coding, the next post will be gameplay-oriented and will see things running around in TGB. I already have my tileset imported and some maps laid out, I've also got all my animations and sprites in there. Easy stuff, that was. Now I'll just be running through some tutorials.
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• Back in the Lab• Oddly Satisfying
• Animation sucks
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• Plan for David Cobb
#2
08/29/2006 (8:42 am)
Is that a zombie!?! Sweet!
#3
08/29/2006 (9:24 am)
Very cool stuff!
#4
08/29/2006 (10:25 am)
Smashing zombies with guitars? This sounds promising!
#5
Very nice work.
08/29/2006 (10:26 am)
See? Sure it was hard to get there, but look at the results... Animation rocks!! heh hehVery nice work.
#6
08/29/2006 (10:40 am)
Indeed, very nice work!
#7
Great art, looking forward to seeing what you can come up with.
Onward and upward.
- Melv.
08/29/2006 (12:05 pm)
I was looking at the middle sprite for about 10 seconds then I realised that I was breathing very heavy! Wow, if I can get absorbed by just a sprite, god knows what I'll do when I see your game.Great art, looking forward to seeing what you can come up with.
Onward and upward.
- Melv.
#8
08/29/2006 (12:12 pm)
Woah this stuff is lovely! :)
#9
what program have you been using to draw the sprites?
08/29/2006 (12:16 pm)
looking really good man, keep up the good work.what program have you been using to draw the sprites?
#11
As far as the copy/paste method, I would try to drop that soon. If you want to save time, save it by "penciling" everything out first. Since I assume you are going with a totally digital solution, rough out the shapes with the paint brush but don't worry about the color or shading. That's the last step. By pasting and repairing, you're probably spending more time fixing/rotating/painting; when what you're really trying to do is *just* get good motion. Another way to save time is to simplify your shapes as much as possible. An example is the mighty fist demo, the character is broken down to a triangle (torso+legs) with an oval head. The bottom line of the triangle is somewhat arched to define his legs. Add feet and hands, and later "connect the dots" for the arms. Coloring is the last step, and with a good understanding of your light source and a defined pallette, it shouldn't take too long.* This way you can save time on trying to fix and refix poor motion. When you're just sketching, getting a frame wrong or a wonky motion isn't too big of a deal. Throw away those papers/files and sketch it again, hopefully having learned where you went wrong. I hope that helps you out, and I think you're stuff is looking really cool already! :)
* "too long" can be defined as "anywhere between 1 day and forever."
08/29/2006 (2:37 pm)
Sweet! Animation + Guitars == " " ..For it is too awesome for words.As far as the copy/paste method, I would try to drop that soon. If you want to save time, save it by "penciling" everything out first. Since I assume you are going with a totally digital solution, rough out the shapes with the paint brush but don't worry about the color or shading. That's the last step. By pasting and repairing, you're probably spending more time fixing/rotating/painting; when what you're really trying to do is *just* get good motion. Another way to save time is to simplify your shapes as much as possible. An example is the mighty fist demo, the character is broken down to a triangle (torso+legs) with an oval head. The bottom line of the triangle is somewhat arched to define his legs. Add feet and hands, and later "connect the dots" for the arms. Coloring is the last step, and with a good understanding of your light source and a defined pallette, it shouldn't take too long.* This way you can save time on trying to fix and refix poor motion. When you're just sketching, getting a frame wrong or a wonky motion isn't too big of a deal. Throw away those papers/files and sketch it again, hopefully having learned where you went wrong. I hope that helps you out, and I think you're stuff is looking really cool already! :)
* "too long" can be defined as "anywhere between 1 day and forever."
#12
08/29/2006 (3:01 pm)
I've not really found a better way then moving stuff around and then tidying up the differences. I've actually lasso'd sections of a forearm for examlpe, then set the rotation point at the elbow and rotated it. Almost like manipulating a skeleton. You'll have to clean up the result, but you can mock out an animation pretty quick. (photoshop)
#13
Melv: I hadn't had time to play with T2D since I got in on the EA over a year ago. Holy crap has this thing gone far! TGB has taken most of the annoyances I had with the setup and made them all disappear behind a cool interface. So far, I'm just amazed that I get to use this engine. It's really helping me focus on the higher level things I enjoy most like content and game design. I believe the kids would give you and the team 'mad props'. Whatever that is. ;)
Matt: I'm using Photoshop for concept art (which I'll be posting once I have enough to make a nice composition) and Graphics Gale for the actual animation. It's a japanese shareware program that gives you cool stuff like onion skinning (seeing other frames overlaid on the current one for animation),
Eric: I actually read your two-part plan on the making of Mighty Fist before starting on this. Because of that I priced out some traditional animation supplies...too costly for now, but I think it'd be cool to attempt to do some hand drawn animation for a game in the future. Definitely drooling over that Video LunchBox.
Dan: I started kicking around some animations for a parkour game a while back using that method. It was pretty quick and looked alright. Cleaning up every frame is what killed me. I'm getting less accuracy now, but more squash and stretch and happy accidents.
08/29/2006 (7:54 pm)
Thanks to all for the compliments! Really encouraging to hear. :)Melv: I hadn't had time to play with T2D since I got in on the EA over a year ago. Holy crap has this thing gone far! TGB has taken most of the annoyances I had with the setup and made them all disappear behind a cool interface. So far, I'm just amazed that I get to use this engine. It's really helping me focus on the higher level things I enjoy most like content and game design. I believe the kids would give you and the team 'mad props'. Whatever that is. ;)
Matt: I'm using Photoshop for concept art (which I'll be posting once I have enough to make a nice composition) and Graphics Gale for the actual animation. It's a japanese shareware program that gives you cool stuff like onion skinning (seeing other frames overlaid on the current one for animation),
Eric: I actually read your two-part plan on the making of Mighty Fist before starting on this. Because of that I priced out some traditional animation supplies...too costly for now, but I think it'd be cool to attempt to do some hand drawn animation for a game in the future. Definitely drooling over that Video LunchBox.
Dan: I started kicking around some animations for a parkour game a while back using that method. It was pretty quick and looked alright. Cleaning up every frame is what killed me. I'm getting less accuracy now, but more squash and stretch and happy accidents.
#14
08/29/2006 (7:58 pm)
Use flash for animation, and export the frames.
#15
08/30/2006 (3:26 pm)
looks good
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