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making sprites less ''8-bitish??'' (Read 82975 times)

Started by クラーク, June 01, 2017, 11:35:56 am
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making sprites less ''8-bitish??''
#1  June 01, 2017, 11:35:56 am
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Is there a program that makes sprites not a bit 8-bit ish?
Re: making sprites less ''8-bitish??''
#2  June 01, 2017, 11:43:05 am
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As long as your sprite uses more than four colors, it's not 8-bit-ish! As far as reducing the pixel look (ie: antialiasing, color usage), check out some of the tutorials on 2D Will Never Die
Re: making sprites less ''8-bitish??''
#3  June 09, 2017, 12:15:25 am
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I suppose posting an example of what you're trying to do may help also.
If you require my assistance, please feel free to contact me on Discord: 2DMirage#5299
Commissions/Requests are closed. Please do not ask.
Re: making sprites less ''8-bitish??''
#4  June 09, 2017, 03:38:59 am
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I really don't understand the question .-.
But lets try.

Your Avatar is a 16-bit sprite, Just like any other NZC sprite

I work mainly (almost exclusive) with 32-bits sprites:
Can you see the diference?

Composed with 4 to 6 tones, using anti-aliasing, without black outlines, with a strong shading.
Some times the pallete make the sprite less 32-bit-ish the right sprite looks much better than the left one and the only change is the collor pallete, as you can see.

Another good exmaple is the shading,
I found this one in google:

the left sprite is 8-bit, use only 1 tone per color, the right sprite is converted to 16-bit, more tones added per color, 2 to 4, but it still the classic 8-bit mega man.

If you want to increase the quality of the sprite, change the shading and the pallete with better color references. Remove the black outline and if got no success, draw a new one from 0.
Re: making sprites less ''8-bitish??''
#5  June 09, 2017, 06:10:30 am
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Hmm... this is good advice here. Maybe I can try to make that SNK Chibi Bison sprite I colorized stand out better.
Beware the Dark Wolf once more!
Re: making sprites less ''8-bitish??''
#6  June 09, 2017, 12:05:43 pm
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I have a feeling he wants to make mugen less pixelated.
Re: making sprites less ''8-bitish??''
#7  June 11, 2017, 01:25:35 pm
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Re: making sprites less ''8-bitish??''
#8  June 12, 2017, 06:31:26 am
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Re: making sprites less ''8-bitish??''
#9  June 12, 2017, 01:40:50 pm
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Thank you, will check this out. Just a quick question, does it work on sprite sheets, or just for MUGEN?
Re: making sprites less ''8-bitish??''
#10  June 12, 2017, 05:29:29 pm
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just for mugen, read the topic and follow the steps you dont need to mess with the sprites.
Re: making sprites less ''8-bitish??''
#11  July 03, 2017, 05:20:35 pm
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I really don't understand the question .-.
But lets try.

Your Avatar is a 16-bit sprite, Just like any other NZC sprite

I work mainly (almost exclusive) with 32-bits sprites:
Can you see the diference?

Composed with 4 to 6 tones, using anti-aliasing, without black outlines, with a strong shading.
Some times the pallete make the sprite less 32-bit-ish the right sprite looks much better than the left one and the only change is the collor pallete, as you can see.

Another good exmaple is the shading,
I found this one in google:

the left sprite is 8-bit, use only 1 tone per color, the right sprite is converted to 16-bit, more tones added per color, 2 to 4, but it still the classic 8-bit mega man.

If you want to increase the quality of the sprite, change the shading and the pallete with better color references. Remove the black outline and if got no success, draw a new one from 0.
Really, the 8 bit colors use only une tone for color? In every type palette you can't choose the colors you want, also if are only few?