November 20, 2009, 07:21:57 PM *
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Author Topic: Using flash to make game sprites  (Read 233 times)
Alpha Proto
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« on: November 07, 2009, 05:15:46 AM »

I noticed this really good high-res Son Goku character and it got me to thinking about using Flash to make my character sprites.

Pixel art is nice but a real time killer for me. Pixel art allows a lot of control over pallet and editing, but it cant beat the full animated feel of a full drawn character you can get from flash.

Has anyone here tried this before?
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« Reply #1 on: November 07, 2009, 08:08:49 AM / November 07, 2009, 02:08:49 PM »

If I remember correctly, Ryanide did it with Maxime and it worked out well. I am also planning to use Flash to make my sprites, but instead of just exporting them I think I'm going to trace them and do the details by hand to keep the pixelly goodness of sprites.

So to you I say, go for it. There's nothing wrong with using a tool that'll make your work easier.
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Frederika Trollkastel~
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« Reply #2 on: November 07, 2009, 09:24:54 AM »

mugen 1.0 allows you to go for even higher res, so flash might be a good idea.
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« Reply #3 on: November 07, 2009, 09:30:53 AM / November 07, 2009, 10:30:53 AM »

well, it really depends how good you are at pixel art.
i've seen some incredible shit that's mind-boggling that's mere pixel art.

either one will do..
just depends on how u use it.
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« Reply #4 on: November 07, 2009, 05:22:34 PM »

liero116's Cross Fighter Project is using flash for sprites.

CS4's output settings allow you to export a GIF or PNG sequence as a sequence of images, if you are interested
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i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours
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« Reply #5 on: November 11, 2009, 06:29:57 PM »

Thanks for all of your help.

I've always been a big fan of pixel art, but when it comes to making a fighter the attention to detail that making each sprite takes kills my insperation.

That's why I've testing new methods of making charcters.
 Like digitalized sprites from pictures; like my avatar.

Still like I noted before getting  a high qulity  finished producted may be more imporatant than the pixel art tradition.
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« Reply #6 on: November 12, 2009, 11:26:20 AM »

Still like I noted before getting  a high qulity  finished producted may be more imporatant than the pixel art tradition.

It also depends on the aesthetic you are trying to capture.

Another cool think about vectored sprites is that you can output them at various resolutions perfectly, for hi-res, lo-res and everything in-between.
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i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours
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« Reply #7 on: November 12, 2009, 11:36:51 AM »

"perfectl" you have to revolutionize the way palettes are handled. or just use hue/saturation like mortal kombat.
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« Reply #8 on: November 12, 2009, 11:49:04 AM »

"perfectl" you have to revolutionize the way palettes are handled. or just use hue/saturation like mortal kombat.

As long as each shape is a solid color, I don't foresee a problem. I may have to test this theory, later.
Flash can also export a sequence of images based on a color palette.
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i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours
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« Reply #9 on: November 12, 2009, 12:18:00 PM »

I did not know about the last one; the only foreseeable problem is the antialiasing, but if you can turn it off, then there is no problem. Or you can just revolutionize palettes.
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Poison's Penis is Schroedinger's Cat
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