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March 13, 2009
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:iconkiwi-rgb:
How to make your sprites look like those from the game "Capcom vs SNK"

I've done pixel art several ways on several programs - this is just the latest interesting method I've used.

Some steps might not be perfectly clear though, so feel free to ask questions.

Note: for a more advanced tutorial on spriting and how to do it even faster, go here.
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:iconkiwi-rgb:
I'm pretty sure that it can do layers in an 'overlay' setting, so yes -- it's just that to do the threshold step, you need to find the threshold plugin first
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:iconthestefan:
awesome bro.i have one question though,what exactly is a sprite?ive heard the word sevral times but i never got an actual meaning.is that what they use for like mugen and stuff.could this actualy be uploaded into mugen???
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:iconkiwi-rgb:
A sprite's a computer graphics word that really just means any image that's overlaid onto another. For fighter games, that means the characters, for racing games, it's the car, etc. Technically it could mean part of a scene in the foreground, but usually when someone talks about "a game sprite," it almost always means just the character. Today, people make sprites from pixels all the time for mugen
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:iconthestefan:
thanks man,ive been trying to learn how to do my own chars for mugen but im not realy good with computers....at all.do you create your own mugen chars???
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:iconkiwi-rgb:
no i don't do much animation because i've never been good at keeping characters a consistent size and volume (legs the same width, torso the same height in every frame, etc) -- it takes way too much pre-planning to be fun for me. i just do single frames and backgrounds
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:iconfenrir-chic:
do you have any quick pointers on animating sprites?
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:iconkiwi-rgb:
A lot of people animate at sprite size, pixel by pixel. But I think it's better and faster to work large. Get some linework going at 500% of sprite size in Photoshop or whatever animation program you have, and hash it out there. Trial and error is very helpful. Work in silhouettes first (just thick black blobs), so you can see if the motion will be smooth when it gets shrunk down, then refine it by overlaying linework on top and working from that. When you have lines that are clear and move well, do the shrinking trick and bring it down to sprite size. Clean it to 1 pixel-width lines, then color it in, making sure the lighting stays consistent on all the frames.

Make sure to keep as few frames as possible, so you get quick movements with 'oomph'. Definitely look over capcom sprites in an animation program a lot, so you get a feel for which parts of a movement to draw, and which you don't have to.
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:iconfenrir-chic:
thanks for the help
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:iconscirax:
~Scirax May 12, 2010  Hobbyist Traditional Artist
OH yeah I will be using this.

FAVED
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:iconyuujiin:
Now this is hella useful,thanks :)
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