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KILLER WOLF'S PROFILE

When you're bound by your own convictions, a discipline can be your addiction.

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How do you make sprites?

First of all, I'm certainly no expert at making sprites. That said, I have three "secrets" that I use for my projects.
Secret #1
Practice! As was said above, start by examining sprites that already exist. Try to figure out how to get the most out of every pixel. I'm amazed at how detailed some sprites can get, even if they only have a total of eight pixels for a head. Once you start to get a feel for which lines you need to weight heavier, and which ones you can kind of smooth over, you'll see a big improvement.


Secret #2
Build a Library. I don't mean that building with the books you need a card to enter, I mean a repository for pre-made parts that you can use. I have a set of templates I made for the basic walking directions for male and female characters. I like to take a basic template, and then just try to make up different looking characters. When I get a piece I really like, be it a hairstyle (which I am still struggling with, hair might be my weakest area), a piece of clothing, a helpful pose I save it for later. This way, when I'm actually trying to make up sprites for a project, I have this reserve of parts I can try out. Knowing that you have basic walking animations and some jumping off points for clothing covered makes it a lot easier to focus on the personality of the sprite instead of just trying to figure out how to make it look like what you want it to.

As an example here is a character sheet from my western in progress.


As a practice exercise, I made the surrender, drinking, sitting, quickdraw, eating and aiming poses. When I started making the character, I didn't have to worry about blocking the pose out, I just had to worry about how THIS character looked in a given pose.



Secret #3
Deluxe Paint 2 Enhanced. I've used this program since I was a kid back in the late eighties. It was, for a while at least, Lucasarts' go to program. They used it for everything from Secret of Monkey Island to the character graphics in the first Dark Forces game. It was possibly a decade ahead of its time when it first came out, and even now there are things that it still does better than other programs. You can make masks and stencils with a couple of clicks, you can shear and bend things in perspective, you can set it to automatically shade things for you, you can use angular/circular patterns on gradients so that they don't just look like gradients. It has a smooth feature that, when used correctly, can take a slapped together sprite and make it look like someone knew what they were doing with it. If you know what you're doing, you can even set it up to test your animation cells in sequence.

The only downside is that being an ancient piece of software, it is kind of finicky about detecting modern graphics cards. If you're lucky, you can get it running in 1024x768, but you're stuck with a 256 color palette.

If you can't find a copy of it online someplace, I'm pretty sure I've seen a couple of sites that have new programs that are built to replicate its functionality.



Lastly, here is a quick example of my process, with a wall of text in a hide tag to explain it all...



I started with one of my templates that fit the rough dimensions I had in mind for the character. Initially, I planned for him to wear a full length dark coat like my previous versions of the sprite did, but I figured that was way too generic. A while back though, I had an idea for a private investigator character. It turned out I didn't like the outfit, but it gave me a springboard into the button up shirt and holster harness look.

I tested the look out by pasting the clothes I made onto the template, with one of my stock hairs. It was a good fit. Next, since the character is an archangel, I decided to try making some wings. I roughed them out really quick. When I tried then out with the sprite, it looked okay, but there wasn't as much detail in the wings as there was in the clothing.

Using DPaint2, I made a couple of shading brushes. One with some feather outlines for shadowing, and one with just a few dots sprinkled around for highlights. I used the shade function to darken in the outline of the wings, then shaded lighter on the highlights.

Since I always saw the character having long hair (which went with the trenchcoat aesthetic, I guess), I tried a different look out for him. Ultimately, I wasn't happy with it and just tweaked one of my standard hairstyles a little.

Since I had the basic look for the character established now, and without really having to beat my head against a desk trying to figure out how to get everything to look, I started to focus on his personality.

He's a former archangel who still pulls odd jobs for Heaven, basically a private investigator/bounty hunter. In exchange for fighting people possessed by demons and carrying their tainted souls back, he gets to live on Earth instead of getting torn to shreds by his brothers.

This is not a happy guy. He's seen shit, hell, he's done shit that would turn most people sick. Fact is, he does it on a daily basis! He wears a tie, because he wants to look professional, but at the same time he doesn't really give a damn. His shirt is untucked, it isn't always buttoned up, and his pants are frayed. "Lived in" is an understatement for this guy. Once I put those little touches on, you can pretty much look at him and get an idea of how his average day goes.

Next, I set him in a box to make sure he maintained the right proportions and adhered to the size constraints for use in Rm2k3. He did.

I mocked up a pose with him holding two pistols with his wings showing to see if the grizzled P.I. look still fit with the rest. I was pretty pleased with it.

Then, once I had one direction figured out, I used it to help model the other directions for him. You'll notice that my "facing north" pose for him is still a little off. Because of the shirt I put on him, it looks a little like he's kind of slumping his shoulders forward. Since I might have use for that sort of pose, I'm keeping it. It may be fine to use as part of his normal animations, or it might be the first step into a new gesture that goes into my template folder.

A step that was not really illustrated well would be the removal of the hard black outline. There are many schools of opinion regarding how to go about outlining your sprites. For this character, I liked the look of just using the darkest shade of each color as the border. The one exception is on the face, which still uses the black line. This is just a personal preference, since I've found it helps the character faces to pop better.

Lastly, now that I know pretty much how this guy looks in each direction, I can start moving him into a couple other poses to make sure that everything still works.

The Screenshot Topic Returns

You might try adding a couple of broken variations of the light fixtures in. With stains and broken stuff all around, it seems a little weird that all the florescent bulbs are in such pristine condition.

How'd you decide on a game title?

I stick place holder names in so I can tell the folders apart at a glance instead of Projects 1-50. When I give something a concrete name before it is around 95% complete, it always seemed to curse my projects, whether they were game stories, short fiction, novels, songs, etc.

Some of my less than stellar naming conventions thus far -

Archangel - Fairly straight forward, the main character was one of these.

Serial Killer 2.0 - There was no SK1.0, it was meant to convey that it was a futuristic story... about a serial killer.

The Wolf's Barrow Affair:A Jack Crowley Mystery - A frantic letter from an old acquaintance draws a Sherlock Holmes expy with psychometric ability into an investigation into what seem to be a series of Werewolf attacks in the eponymous rural European hamlet.

Fatal Fantasy - The Taste of Betrayal - Proof that most of the stuff you jotted down in a notebook when you were fifteen and bored to death should not ever see the light of day.

Return of the Sith - A Star Wars themed game (Ripley's, you're never going to believe this!) about the Sith.. uh, returning... and stuff.

Cyber Noir - The most generic possible title for a heavily Neal Stephenson/Dashiell Hammett influenced cyberpunk romp through a dystopian future.

Haly'ha Alil - A story about a kid found in the desert and trained by a clan of assassins to protect something called the Heart of the Desert. If I remember correctly, the title should mean Children of God.

Way of the Gun - I didn't really know what direction the story would take, so I just lifted the name from an incomplete novel/comic book of mine.

The Screenshot Topic Returns

Supreme Warrior - I like the yellow walls. It gives some contrast to the map and actually makes the lights look a little more functional. I think in another screen shot, you show the map darker in game though, so I'm not sure if the effect the yellow walls seem to give the lights would carry over well.

Alterego - They're from the same game, although the sprites were made about three and a half years apart. I'm still not quite where I would like to be with them, but it is nice to see that I am making some improvements!

The Screenshot Topic Returns

I've been digging through some old projects and came across a screen from the past, apparently back when I thought the Vennezzia chipset was a good basis for a Heaven map.

Whatchu Workin' On? Tell us!

I've been tuning some stuff for Breach:Awakening. I way overshot the difficulty for the first area. Even knowing which units to recruit right out of the gate, and how to exploit the enemies, I was still getting my backside handed to me more often than not.

I'm also toying with the idea of re-releasing an old game of mine. It was a Star Wars RPG, mostly complete (but with its share of problems). I'd like to remake it in the future, since I've gotten better with just about everything (except making tile-sets, unfortunately) than I was when I first started working on it. I figure the old game could be like a rough draft without really taking anything away from the eventual upgrade since I'm changing about 90% of the character and scenarios.

Also, I went back to a really old project and tried making a new sprite for the main character, just to see how he would look in my current 'style'.



I'm almost happy enough with it to start seeing how the other characters would look. Seriously considering resurrecting that game now.

How do I stop people editing my game map?

I wouldn't think that fixing a few bugs would qualify as drastically changing the intended experience, unless, maybe, your name is Bethesda. *Rimshot*

Have there been any documented incidents of someone lifting the entirety of somebody else's events/coding in order to re-purpose it into a new game? I always figured this was what the Plagiarism language in the submission guidelines was intended to deal with, considering the prevalence of rips and midi borrowing.

How do I stop people editing my game map?

Do you have a problem with the mod culture that exists for commercial games? Some of the best times I had with Max Payne came through mods designed to make the game play differently than it was intended to out of the box. Are user based patches that fix (at least, perceived) critical game imbalance issues (like the patch to remove a healthy quantity of 'The Suck' from the firearms in Arcanum) taboo?

The save anywhere thing is a matter of personal taste. If a game is really solid, I might not miss it enough to bother breaking whatever protection they have in place, if any, just to patch the save anywhere function in. A simple fix is to have all games come with the feature already built in, but that is just wishful thinking on my part.

NaNoWriMo

I do a lot of writing on my own time as well, but the problem is that without any sense of deadline I start to meander. I entertain little asides that really don't have much place with the rest of the narrative's direction, I fold in new characters, I generally just dig around in what I've written for new directions. The sense of an external deadline, and the sense that I am competing against other people to produce something within that set limit helps keep me motivated.

Or not, considering the year I "won", I slacked off for half a month and wrote my book over the course of a few evenings.

I think anything that gets people to write something (hopefully) more complex than "im goin out 2 nite, u wanna hang? :D" can't be entirely bad. Who knows, perhaps a few of the people who try it on a whim, or just need a little kick to get started, end up discovering a passion for writing?

How do I stop people editing my game map?

I've never knowingly co-opted someone's coding or eventing, despite the fact I get into just about every RM game I download in order to add in a save anywhere feature or fix some minor problem that slipped by the testers.

With earlier generations of Rpg Maker, it always seemed humorous to me that people would try to molebox/encrypt/protect something they created in a program that was illegally translated/distributed. Hello Kettle, this is Pot, I've got some news for you...

If you really want to protect your work, why not use a different maker that is inherently less transparent?