This singular Sprite took. Way too long! And no matter what, it feels off.. He looks so small when I test him too LOOL. Bleh, drawing is so hard!!!
So far itās looking like a several-week project, and I have never drawn consistently for that long. I also wanna do Kai and Diana. But who knows if Iāll actually go through. :P
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that's really cool that you put together the aai2 minisprite sheets! if it's alright to ask, can you explain your process for making the animations with them? (I've always thought that kind of thing was cool and wanted to try for myself, but I have no idea how to know what the timing of the frames and stuff should be)
Sure thing!! Thereās a video here explaining how to use the sprite sheets for the close-up sprites, and you can use a kind of similar process for the minisprites... but the program this person uses is photoshop and probably has a much better process artistically over mine, so hereās my free version because photoshop is Money. Consider this a lazy and cheap tutorial to putting the sprites together haha.
I use GIMP, which has some of the same features as photoshop but itās free to download (or at least was when I downloaded it ages ago for a comp sci project...)Ā
... And Iāll put the tutorial under a keep reading because with the images itāll get kinda long. I donāt know how familiar you are with the program and image editing stuff in general (Iām... not very myself,) so Iāll probably overexplain things a bit haha.
First, you pick the sprite sheet you want. Iāll use... this one! Itās sufficiently complicated enough I should be able to cover everything necessary.
Then, create a newĀ ācanvasā for the minisprite. Normally for these minisprites I use 100x180, and that seems to fit them well, but since Kayās got her scarf here Iām going to make it 180x180 for now... we can always resize it later if necessary.
I should note here that Iām not an artist and hence Iām probably missing some super obvious features that make this super easy haha.... but, oh well, this is at least my process.
Next, pick yourĀ āstarting spriteā. This can be kind of difficult on some of the sheets... but if you know what the spriteās supposed to look like at the end it helps a lot. There are youtube playthroughs that can help you find it! It also helps to know that in this case, maybe because itās originally Japanese, but the sprite sheets are often read right->left (at least in this case.)
Ā In this case, the full animated sprite is actually on the wiki so I can reference that -- itās not always an option, though, so youād have to hunt it down somewhere in a playthrough if you remember where it is.
Weāll pick the sprite on the bottom that actually has her scarf in the air as our first sprite. I was going to use the one in the top right corner, but her leg is actually cut off in the image... so weāll move that one in later. Carefully select and then copy+paste it onto the canvas. Also, make sure you put it on a new layer and not the background layer - once you make the new layer you can delete the background, it makes things a pain later.
The workstation now kind of looks like this. I definitely made the image too wide so Iāll crop it down a bit to 150x180 using theĀ āCanvas sizeā tool under Layers, just be careful that you offset it properly so it doesnāt crop the image you actually want, and to resize the layers so things look nice. It shouldnāt actually affect the image if you do it right. ... Iāll probably have to crop it again later haha, but.
Now things get difficult, because this is the only completed sprite of Kay thatās in there. All the others are limited to her head or head+torso with the legs off-center for some inexplicable reason, which is why I picked this to account for that.
Letās deal with the sprite we wanted to use first. Iām going to carefully select the part on the legs where it cuts off, and then copy+paste it onto a new layer. In this case Iāll call itĀ ālayer 0ā³ just so I donāt forget I wanted to put this one first.
It now looks like this. I already did this, but carefully position it above the old sprite so that the similar parts line up. In this case itās pretty easy since the only thing that changes is the scarf, so I matched up the hair.
To check, you can put the visibility of both layers on and turn the visibility of the top layer on and off repeatedly using that little eye you can see to the left of the layer name, and all it should be able to show is the scarf moving - or whatever you want to change between frames. I definitely recommend this step because even if it looks right... it might not be.
Now, GIMP works in a weird way where each layer can be a newĀ āframeā in a GIF, so we want to make that layer 0 look like layer 1. This is a pain and probably why itās better to use a program like photoshop haha but we can pull it off anyways. To do this, weāll first duplicate layer 1. This will be ourĀ ābase layerā.
The top layer is Kayās head+torso, which is the part that changes in the frame. So weāll carefully select that part, move to the base layer, and then pressĀ ādeleteā to get rid of everything except for the legs, which are all we need from that sprite.
Then merge the two layers together by right-clicking on layer 0 (whichever the top layer is) and selectingĀ āmerge downā. This will make it into 1 layer. (I renamed it to layer 0 again, too.) As long as both layers are visible and you donāt have any weird effects like transparency or something on them (which you shouldnāt, since itās not necessary for a sprite edit) it should look the same as the original.
The difference isnāt super visible here but it will be for the later ones.
... Next, this sprite is kind of complicated because the rest of these are just headshots. The one to the left of the top-right sprite is the base sprite, as far as I can tell, so weāll pick the next one over, the one which is third from the right.
I rearranged the layers so 0 was on the bottom for the GIF process later, and made a new layer 2 for the nextĀ āframeā.
Things... get kind of weird here because the scarf kind of goes below the neck cut-off point, so when repeating the process I did above with copying the base sprite + cutting out the replaced parts, Iām using the neck as a base guideline instead of the lowest point of the scarf, so that the sprite doesnāt end up looking weird.
Normally when I do these, I use the frame just before the current one as theĀ ābaseā, so that I conserve as much as possible. In this case, though, Iāll keep using frame 0 as theĀ ābaseā sprite because the scarf stays above the neckline, so itās much neater to cut out than the ones where the scarf goes below.
Lots of times youāll just have to use your best judgement on where to cut things so that you keep what you need. Sometimes Iāve had to just take out an eraser and erase some of the sprite where thereās no easy way to do it haha. Anyways, hereās the third frame.
Iām not going to show it because this went on long enough, but by repeating the process, I get the next frames for all the little headshots there.
Now we thiiink we have our frames in place, so weāll export it as a GIF! Once you do that (you go export, change the file type to GIF, and then add .gif at the end just to be safe) this pops up.
Since I already was working on these before itās already filled these in haha. If itās not checked already, check theĀ āAs animationā box. Make sureĀ āloop foreverā is selected. Then, you add in theĀ ādelay between frames where unspecifiedā - an earlier sprite had 130 as a walking speed, but the scarf animation I got from the wiki had the frames at 100, it honestly depends. Use your best judgment by eyeing the originals as best you can where a source doesnāt exist.
I tend to find that 100-150 works for most little actions. You can change the individual timing of the frames by adding ([x]ms) to the end of any individual layer name. (For instance, (100ms) if you want that one frame to be 100 milliseconds long. The layer name would then be something like ā1(100ms)ā.)
TheĀ āreplaceā option is there because otherwise the layers would just pile on top of each other which doesnāt look good.Ā āReplaceā treats each layer as a new frame, which is what we want. For some, you might want to use cumulative, but Iāve yet to figure out where to use it haha. If you need it changed between different frames, you can add (cumulative) or (replace) beside each of the layer names in a similar manner you would with the milliseconds.
Once thatās all done, you export, then check out the gif! Hereās ours.
... And thinking about it, I think I mightāve actually messed up a bit. I donāt think that frame at the bottom was supposed to be there, and the one I thought was identical actually wasnāt. By replacing that one with the other frame we get this...
Which looks similar? But a bit better? Itās hard to actually tell the difference. I highly doubt anyone would notice unless they actually know how sprite sheets work - I donāt! I really donāt! Thatās why Iām suffering here haha.
I genuinely donāt know how to get the timing perfect - referencing the original sprite or similar sprites is the only advice I have here. Iām sure someone who knows more about this than me can give a better answer.
This is one of the trickier sprite sheets to do, I think.Ā Some of them are much easier... like the walking sprites. You just overlay them as necessary. And some of them I genuinely have no clue how to work out... just look at this mess that is Gumshoe and the metal detector.
Half the struggle is deciphering what is going on with the sprite sheets actually. Looking back I kind of wish I picked a different example because Iām not confident on this one... but Iām not redoing this tutorial haha.
Anyways I hope this helped, probably was more than you were actually looking for... probably was less helpful than you were looking for... but hopefully at least the general process made sense? Iām sorry haha.
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I've been working on and off on a game called South of Real, and I've hit a bit of a brick wall. The issue is tilesets. I loathe autotiles. LOATHE them. But as I'm trying to make my own custom tileset, I feel like I have to deal with them. Do I? How do y'all handle this? Do you make your own? Do you edit preexisting tilesets? Please give me some advice on this, I really want to finish my passion project here.