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91
Development / Re: Quickest way to create and edit sprite sheets
« Last post by Zefk on May 08, 2017, 02:28:01 am »
Try Aseprite. It might be the best program for this type of pixel art. Many professional artists (and non-professional artists like me) use it.

Here there is a ranking from the Slant community with votes for the best pixel-art/sprite editors in this year 2017:
https://www.slant.co/topics/1547/~pixel-art-sprite-editors
(In that list, Aseprite is ranked 1st and paint.net is ranked 10th.)

That is a nice list. I use Gimp mostly and Krita (has a nice overlay link ability). krita is really going crazy these days with new features. Krita is free, has a nice animation editor, and Photoshop like layers. I normally use it when modding opensource pixel art. The layer link overlay feature is really useful for texturing. I use gimp for most pixel art from scratch and for its useful extensions. For example, multiple export extensions, multi-layer-cut-copy-paste, layer effects, cartoon effects, and all the free extensions online. Krita lacks extensions and that is why I use gimp more.

I am not so sure about quick, but really nice sprites can be made with time. Most time for me is spent on the walking design because all other animations for the sprite get based off that. I copy, paste, and edit my walking animations more than anything.

92
Development / Re: Quickest way to create and edit sprite sheets
« Last post by Diarandor on May 07, 2017, 11:57:02 pm »
Try Aseprite. It might be the best program for this type of pixel art. Many professional artists (and non-professional artists like me) use it.

Here there is a ranking from the Slant community with votes for the best pixel-art/sprite editors in this year 2017:
https://www.slant.co/topics/1547/~pixel-art-sprite-editors
(In that list, Aseprite is ranked 1st and paint.net is ranked 10th.)
93
Development / hero hurt duration
« Last post by yankscally on May 07, 2017, 11:21:32 pm »
how do I make the duration of the hero hurt quicker? I want to have less time between enemy attacks but I can't seem to change that bit of code?
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Development / Re: Quickest way to create and edit sprite sheets
« Last post by yankscally on May 07, 2017, 11:18:21 pm »
paint.net, a trick I've picked up after trial and error is using the photoshop layering system with the sheets. When making a sheet its very tedious to get the sprites in the right place, but if you copy in one layer and change the opacity of the original you get some cue points where to place them, and when you are finished you can delete the first layer so you only have your sprites left.
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Development / Re: How to add an "opening" animation for chests?
« Last post by froggy77 on May 07, 2017, 11:09:37 pm »
@Zefk > I had already tried to change the number of frames for the "open" animation. Yes, " the chest sprite vanishes with more than one frame."  :(

@MetalZelda >  OK, I also think I have to go through custom entity :'(
http://www.solarus-games.org/doc/latest/lua_api_chest.html#lua_api_chest_on_opened is when the chest is already opened. It is above all to choose the treasure.

Thanks for your help!
96
Development / Quickest way to create and edit sprite sheets
« Last post by HammyHavoc on May 07, 2017, 11:02:15 pm »
Hey all,

I've been hacking away at Mystery of Solarus DX's source for a while to understand the ins and outs of how the engine functions, adding my own features, and eventually arrived at a crude one dungeon prototype of a cyberpunk aesthetic ARPG. It's pretty cool, I'm pleased with it, but working with sprite sheets is something that I find to be a little tedious.

Is there any specific program for editing sprite sheets that people always gravitate towards or recommend? I have Photoshop and Illustrator, and whilst they're very powerful, they also feel like they have slightly the wrong UX for what I'm doing with what's borderline animation with frame-to-frame differences.

Thanks for your responses in advance.

All the best,
Hammy
97
Zelda Mystery of Solarus DX / Re: Walkthrough Magic Bottle Error?
« Last post by Liu_Kong on May 07, 2017, 10:12:54 pm »
OK, it's corrected on the website, and I warned the pdf maker to change the pdf too. Thanks for the info, indeed there was a copy/paste of the list of Piece of Heart, and I forgot to modify this part... Sorry ^^'

Cool, thank you :)
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Development / Re: How to add an "opening" animation for chests?
« Last post by Zefk on May 07, 2017, 10:00:54 pm »
@froggy77

MetalZelda is correct. I made a super quick chest opening animation and apparently the chest sprite vanishes with more than one frame.
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Development / Re: How to add an "opening" animation for chests?
« Last post by MetalZelda on May 07, 2017, 09:23:01 pm »
you have to go through custom entity

Or, maybe this could help ?
http://www.solarus-games.org/doc/latest/lua_api_chest.html#lua_api_chest_on_opened
100
Development / Re: How to add an "opening" animation for chests?
« Last post by Zefk on May 07, 2017, 08:20:25 pm »
If you mean opening as in lifting the lid of the chest, then try changing the number of frames for the "open" animation.

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