New Spriting Tutorial - Angled Weapons Up! (P. 1)
Forum rules
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
-
Zhs2
- Posts: 1304
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Maybe with the "swinging weapons," a section on swinging something like the butt of a shotgun at an enemy could be done, too? There's a certain charm in saving ammo with a powerful close range attack - not to mention the fact that whacking Pinkies in the head with your double-barrel is quite satisfying. =D
-
DoomRater
- Posts: 8270
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Moving the sprite vertically across the screen with a low pump gives a huge sense of movement for fewer frames. It's worth looking into for reuse of frames.Project Dark Fox wrote:I'll have to do one soon (perhaps I can provide some input to the tutorial?). Not all people put their gun up high to pump, and I personally prefer an across action.
-
Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
More movement but less... dynamic. I kinda like smooth animations, and Eriance set the standard with his weapons (see: Demon Eclipse Episode 1). Not only that but an animation has to look natural for it to pass well.DoomRater wrote:Moving the sprite vertically across the screen with a low pump gives a huge sense of movement for fewer frames. It's worth looking into for reuse of frames.Project Dark Fox wrote:I'll have to do one soon (perhaps I can provide some input to the tutorial?). Not all people put their gun up high to pump, and I personally prefer an across action.
-
DoomRater
- Posts: 8270
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Consider a bit of movement to none at all- I find no sprite movement on the screen more rigid, less dynamic.
You don't have to move the gun all the way across the screen, after all- sometimes a few pixels is all you need.
You don't have to move the gun all the way across the screen, after all- sometimes a few pixels is all you need.
-
Amuscaria
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Now im confused on what you two (PDF and DR) are talking about. Originally, I thought PDF wanted a more realistic shotgun cocking animation where the gun is pulled towards your body horizontally rather than he doom-like vertical one. Now you lost me. o_o
-
Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
I wanted what you thought I said (which I'll be doing anyway, which was why I thought I might provide for the tutorial). He's trying to save frames.Eriance wrote:Now im confused on what you two (PDF and DR) are talking about. Originally, I thought PDF wanted a more realistic shotgun cocking animation where the gun is pulled towards your body horizontally rather than he doom-like vertical one. Now you lost me. o_o
-
Amuscaria
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
I dont think it would take any more frames doing it either way, unless he means where you just have 1 frame, and you just copypasta the hand and pump and "move" it lower along the weapon to produce the cocking action.
In either case, it's much easier to animate weapons when you have some sort of reference, like an gif of CS weapons in action.
In either case, it's much easier to animate weapons when you have some sort of reference, like an gif of CS weapons in action.
-
DoomRater
- Posts: 8270
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Not "save" frames per se, just more use of the sprite offsets so that it doesn't look as rigid. Offset overrides can be used to avoid duplicate frames, though.Project Dark Fox wrote:I wanted what you thought I said (which I'll be doing anyway, which was why I thought I might provide for the tutorial). He's trying to save frames.
-
Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
I am aware of this.DoomRater wrote:Not "save" frames per se, just more use of the sprite offsets so that it doesn't look as rigid. Offset overrides can be used to avoid duplicate frames, though.
-
Kristus
- Posts: 437
- Joined: Wed Feb 23, 2005 4:02 am
- Location: Bed
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Pretty nice. though I want to make a comment on the perspective. Something you touched upon but didn't actually apply in your own sprite. You showed it on the BFG, but not on the plasmarifle that really d have it too. But it's not as obvious/easy to show it with lines.
The perspective lies. That's really why so many weapons look strange and in model rips case often look terribly long.

The weapon you got here is very nice. But the front end of it looks quite odd. Like it's pointing upwards instead of forward.
Now this is an extremely quick and dirty edit that I only slapped together to prove a point.

See what I did? I made a false perspective there that will (specially with a bit more polish) get rid of that unpleasant effect of the weapon pointing upwards that almost every custom weapon since Aliens TC has had.
The perspective lies. That's really why so many weapons look strange and in model rips case often look terribly long.

The weapon you got here is very nice. But the front end of it looks quite odd. Like it's pointing upwards instead of forward.
Now this is an extremely quick and dirty edit that I only slapped together to prove a point.

See what I did? I made a false perspective there that will (specially with a bit more polish) get rid of that unpleasant effect of the weapon pointing upwards that almost every custom weapon since Aliens TC has had.
-
Amuscaria
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
It only looks pointing up cuz the canvas is now smaller. Place your image on the 4:3 ration canvas and yours would look pointing down. Like I said, the perspective only works relative to your canvas's (thus your monitor's resolution) horizon line.
It's also cuz the side of my gun isn't pointing at the vanishing point. The thing was used as an example, so I didn't bother checking if all the parts where alligned. The angled view is much more accurate.
It's also cuz the side of my gun isn't pointing at the vanishing point. The thing was used as an example, so I didn't bother checking if all the parts where alligned. The angled view is much more accurate.
-
FuzzballFox
- Posts: 1905
- Joined: Thu Jan 24, 2008 10:19 am
- Location: Hampshire UK
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
<3 This thread, it's fav'd now...can't wait for a hands tutorial! :O
If you plan on doing one that is... :3
Also this should be sticky'd in my opinion...
If you plan on doing one that is... :3
Also this should be sticky'd in my opinion...
-
Amuscaria
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
There is no planned hands tutorial. D:FuzzballFox wrote:<3 This thread, it's fav'd now...can't wait for a hands tutorial! :O
If you plan on doing one that is... :3
Also this should be sticky'd in my opinion...
-
esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Try this hands tutorial maybe?Eriance wrote:There is no planned hands tutorial. D:FuzzballFox wrote:<3 This thread, it's fav'd now...can't wait for a hands tutorial! :O
If you plan on doing one that is... :3
Also this should be sticky'd in my opinion...
-
Unholypimpin
- Posts: 771
- Joined: Thu Feb 05, 2009 2:08 pm
- Location: California
Re: New Spriting Tutorial - Angled Weapons Up! (P. 1)
LOL that was a very enlightening tutorial there. i never knew u could do such things with your hands