Login [Register]
Don't have an account? Register now to chat, post, use our tools, and much more.
This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's Your Projects subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

This forum is locked: you cannot post, reply to, or edit topics. Sonic => Your Projects
United-TI Archives -> Sonic
 
    » Goto page 1, 2, 3, 4, 5  Next
» View previous topic :: View next topic  
Author Message
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 09 Apr 2005 11:02:47 pm    Post subject:

I figured we should have a place for everyone to post the sprites/level graphics they have made. I know I'm not the only one working on graphics for this game. If you have made anything at all for this game graphic-wise, post it here.

It would also be helpful for those who are doing the actual programming to post their graphical needs here, so that I or another artist for this game can create them.

Here's what I've done so far:






The latest ones (the bottom pictures): 10 Ring monitor, invincibility, speed shoes, 3 possible shield monitor designs, and a 1-up monitor. (it was quite a challenge to get something that looks like sonic's head to fit in a 6x4 space.) after that, there's a spring, my first attempt at Dr. Robotnik in his hovercraft, andtwo possible sonic icons for the life counter. Then there's an alternate Sonic design that I came up with by accident, and a cross between that design and the original. (Do you like the new designs? If the popular opinion is that one of them is better, I'll update the other sprites to reflect it.)

Anyway, I'll post stuff here as I create it. I hope others will do so as well.


Last edited by Guest on 09 Apr 2005 11:04:35 pm; edited 1 time in total
Back to top
DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 10 Apr 2005 12:15:21 am    Post subject:

Raiser, you've done it again! Very Happy I like that new sprite on the left because it reminds of this one where Sonic gets impatient.



For new sprites, we'll need all the running & "walking" sprites rotated 45 degrees for the loops. We can probably rewrite the sprite-drawer to draw them upside-down when needed, and hopefully that'll save us a heap of RAM.


Last edited by Guest on 10 Apr 2005 12:16:20 am; edited 1 time in total
Back to top
shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 10 Apr 2005 12:19:51 am    Post subject:

Great job Raiser! Those sprites are great Smile
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 10 Apr 2005 11:43:29 am    Post subject:

DigiTan wrote:
Raiser, you've done it again!  Very Happy  I like that new sprite on the left because it reminds of this one where Sonic gets impatient.



For new sprites, we'll need all the running & "walking" sprites rotated 45 degrees for the loops.  We can probably rewrite the sprite-drawer to draw them upside-down when needed, and hopefully that'll save us a heap of RAM.

It does look like the waiting sprite, doesn't it? I also like the spines on his head better, so I wipped up a few more sprites in that style:



Anyway, as far as rotating the running and walking sprites go, I'm about to start on that, but first I want to smooth out the walking animation. It didn't animate very well, so I redrew it from scratch.

It's looking a little better, but it's still a little choppy and the hands look awkward.


If anyone can think of a way to make this animation smoother, I'd appreciate the input.
Back to top
CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 10 Apr 2005 12:12:04 pm    Post subject:

It would help a lot if his head moved up a pixel while both of his legs are in the air.
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 10 Apr 2005 01:41:12 pm    Post subject:

CoBB wrote:
It would help a lot if his head moved up a pixel while both of his legs are in the air.

I'll try that, maybe that's all it needs to look proper.

In the meantime, here's the rotated running sprites. Unlike the walking sprites, they animate smoothly.



Last edited by Guest on 10 Apr 2005 01:41:30 pm; edited 1 time in total
Back to top
shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 10 Apr 2005 03:19:15 pm    Post subject:

It looks perfect. Any way you can create grayscale pics?
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 10 Apr 2005 03:26:05 pm    Post subject:

shadowing wrote:
It looks perfect. Any way you can create grayscale pics?

Greyscale pics aren't a problem to make. They are a problem, however to use in the game. If we want this game to be as fast as possible, we can't have greyscale during the actual gameplay. I'm sure we could have the menus in greyscale, but I want to concentrate on what's going to be used in-game first. Besides, there's a couple of really good menus/title screens already posted in one of the other topics. I think it was Madskillz who made them.


Last edited by Guest on 10 Apr 2005 03:26:38 pm; edited 1 time in total
Back to top
Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 10 Apr 2005 04:42:56 pm    Post subject:

yeah, for right now atleast GS in the game is off. Those sprites are awesome! But now I have to change the ones I put into some of the code I was working on, oh well they look better at least! Man, you are one helluva good sprite drawer! Very Happy The only possible GS version would be once Jim over at Revsoft releases his package. I happen to have a copy but that would be the only way Sonic could be fast enough. Jim's routines are incredibly fast...I gotta give him props for that. Lets concentrate on a b&w version for now maybe with a GS title, then if we feel daring we can try the whole game in GS...
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 10 Apr 2005 05:20:06 pm    Post subject:

Thanks Madskillz, sorry that you had to go back and insert these new sprites. I just thought they looked more like Sonic does in the Genesis games. The original design with the 'floppy' spikes was actually infulenced by Sonic's single sprite in the VMU chao Adventure game.

We should collaborate on what graphics have been made so far. I'm working on the enemies right now, but I'm thinking we should use your crabmeat and jumping fish sprites. I've just finished the motobug and bee bomber, but I may need to make them smaller.

note: I was thinking that we would pull another game gear trick, and make the bee's wings appear as if they're flapping by making them appear and disappear each time his frame changes.


Last edited by Guest on 10 Apr 2005 07:21:52 pm; edited 1 time in total
Back to top
DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 11 Apr 2005 01:39:50 pm    Post subject:

Aw man, I've got a lot of catching up to do. I think shadowing was doing the sprite AND/XOR masking for the original sprites but my IRC hasn't been working lately. (D'oh!)
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 11 Apr 2005 09:21:22 pm    Post subject:

Well, here's all of Sonic's sprites, with a coloured background to make it easier to tell which pixels are transparent and which are supposed to be white.

The only sprites that I have not yet made for Sonic are the 'balancing' sprites for when he stands too close to an edge, and his ducking sprite. I'll see what I can do about those tomorrow.

As you can see, I also got Sonic's walking sprite to animate properly, and made a rotated version for the loops as well.

Back to top
shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 12 Apr 2005 01:45:53 am    Post subject:

DigiTan wrote:
Aw man, I've got a lot of catching up to do.  I think shadowing was doing the sprite AND/XOR masking for the original sprites but my IRC hasn't been working lately.  (D'oh!)

D'oh. Now I have to do the new sprites. :D

And Raiser, it's official. You're the graphics guy. Smile
Back to top
aforsy
the leaping penguin


Active Member


Joined: 13 Jul 2004
Posts: 653

Posted: 12 Apr 2005 03:22:14 pm    Post subject:

Wow! beautiful sprites. i definitely like the new Sonic better than the original sprites.

How about greyscale for the backgrounds and such, or for other, more static objects, with just black and white for sonic and other moving objects? That way it would also be much easier to distinguish Sonic from the background, esp. while he's not moving.


Last edited by Guest on 12 Apr 2005 03:23:37 pm; edited 1 time in total
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 13 Apr 2005 01:11:16 pm    Post subject:

aforsy wrote:
Wow! beautiful sprites. i definitely like the new Sonic better than the original sprites.

How about greyscale for the backgrounds and such, or for other, more static objects, with just black and white for sonic and other moving objects? That way it would also be much easier to distinguish Sonic from the background, esp. while he's not moving.

Greysacle, as it stands now, is far too slow. Slowdown is something that would not work very well in a game that's intended to be faster than any other. Besides, as is the case with most calculator games, there probobly won't be a whole lot in the background anyway. Here's a sample of what the game may look like (using my sprites and the Green Hill Zone tiles that Madskillz made):



Yeah, I like the GHZ tiles with the grass better.

A greyscale version may be considered later on, but I think it looks pretty good in balck and white.

Also: I noticed that I forgot to colour a couple of pixels blue in the masked sprite image on the rotated walking sprites (on Sonic's spikes). I fixed the above image, but I hope you haven't already masked those sprites...


Last edited by Guest on 13 Apr 2005 01:14:37 pm; edited 1 time in total
Back to top
Mike_k


Newbie


Joined: 16 Sep 2004
Posts: 45

Posted: 13 Apr 2005 04:06:25 pm    Post subject:

Ooh, paralax scrolling!



-Mike
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 13 Apr 2005 06:40:36 pm    Post subject:

Mike_k wrote:
Ooh, paralax scrolling!



-Mike

Seeing that beautiful background makes me wonder... Would if hurt the speed very much if we only had 1 shade of grey? I'm warming up to this whole background idea.


Last edited by Guest on 13 Apr 2005 06:43:31 pm; edited 1 time in total
Back to top
DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 13 Apr 2005 08:41:06 pm    Post subject:

It's really hard to tell now. The Physics and sprite engines will take to most resources and neither one is finished. If Acegoyobis is any indication, it might be possible on 83+. It wouldn't work on 82 without flickering.
Back to top
Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 13 Apr 2005 08:44:44 pm    Post subject:

wow...that would be sweet. We'll look into this after we get some stuff worked on! Did you keep my tree sprites and is that my coins too! Very Happy I like the coin counter up at the top and the life counter at the bottom...Raiser, nice work my friend! Laughing
Back to top
Raiser


Advanced Newbie


Joined: 06 Sep 2004
Posts: 51

Posted: 13 Apr 2005 09:27:23 pm    Post subject:

Madskillz wrote:
wow...that would be sweet. We'll look into this after we get some stuff worked on! Did you keep my tree sprites and is that my coins too! Very Happy I like the coin counter up at the top and the life counter at the bottom...Raiser, nice work my friend! Laughing

Of course I kept your stuff. It's very well drawn, and compliments the stuff I made quite well. I'm glad you like the counters, but I'm thinking that they'll require some special programming so that they don't get in the way.

What I mean by that is, they're as small as I can make them, but when numbers get into double and triple digits, they'll take up more room. I figure they could appear whenever you pick up a ring or gain a life, display for a couple of seconds, and then disappear, and if you want to see your counters without picking up rings, have a toggle button.

The other thing's the 10 minute timer. Perhaps it should only display if you have less than a minute left to finish the level, and just tell the user the time taken when they complete the act. These are not the most important things in the game, so let's cross that bridge when we come to it.

As far as the backgrounds go, perhaps we could create a 'light' version for Ti-82 users that doesn't have the backgrounds if flicker or speed is an issue. We could just add a few black and white objects here and there to make the background a little less boring.

Anyway, I'm making enemies and objects right now. Could you guys create a list of possible objects (like springs, fans, bumpers, etc) that will be needed in the game?

Oh yeah, I nearly forgot:

You guys will need the ducking sprite I didn't include in the spritesheet.


Last edited by Guest on 13 Apr 2005 09:33:08 pm; edited 1 time in total
Back to top
Display posts from previous:   
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
    » Goto page 1, 2, 3, 4, 5  Next
» View previous topic :: View next topic  
Page 1 of 5 » All times are GMT - 5 Hours

 

Advertisement