It is currently Mon Dec 18, 2017 12:11 am

All times are UTC - 7 hours



Forum rules


Related:



Post new topic Reply to topic  [ 37 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Mon Apr 17, 2017 6:30 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19355
Location: NE Indiana, USA (NTSC)
Taking Streets of Rage 2 for example: A player character like Axel has 91 frames, and a basic enemy like Donovan is 16 frames, each roughly 48x72 pixels (excluding attacking appendage). Multiply by more than one player character and several enemies, and that's a lot for one person to draw.


Top
 Profile  
 
PostPosted: Mon Apr 17, 2017 7:07 pm 
Offline
User avatar

Joined: Sat Jul 04, 2015 9:58 am
Posts: 596
Location: -29.794229 -55.795374
If I remember correctly, there was a character called Kung Fu Man, from an old fighting game engine called MUGEN.
I think this character and all of his animations are free to use.
Unfortunatelly, I'm not sure... :oops:


Top
 Profile  
 
PostPosted: Tue Apr 18, 2017 1:12 am 
Offline

Joined: Tue Feb 07, 2017 2:03 am
Posts: 262
Is the challenge to get 7~8 large characters on screen or 7~8 large unique characters on screen?
On the C64 I have on my sketch book a beat-emup with 6 characters on screen, but I'm more worried about AI handling the characters rather than the Drawing of them. I feel AI is going to be the killer.

As for how to fight, we could do it the Heavenly Sword way.. ie. stand around you in a ring and then they don't attack you for hours XD


Top
 Profile  
 
PostPosted: Wed Apr 19, 2017 6:36 pm 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 187
tepples wrote:
Taking Streets of Rage 2 for example: A player character like Axel has 91 frames, and a basic enemy like Donovan is 16 frames, each roughly 48x72 pixels (excluding attacking appendage). Multiply by more than one player character and several enemies, and that's a lot for one person to draw.


Oh, poppycock!

My last major art commission was a set of sprites for a beat-em up, and I had animated just over 7200 sprite frames, in 3 months.
The characters were about 80x112, if I recall correctly. The hard sprite-frame limit was 192x144.

The final sprites were limited to 16 colors, and were hand-animated, scanned, and manually turned into sprites.


Top
 Profile  
 
PostPosted: Thu Apr 20, 2017 2:20 am 
Offline

Joined: Tue Oct 06, 2015 10:16 am
Posts: 609
And how much does it cost for 3 months?


Top
 Profile  
 
PostPosted: Thu Apr 20, 2017 3:20 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
That's 80 frames a day. :shock:


Top
 Profile  
 
PostPosted: Thu Apr 20, 2017 3:59 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19355
Location: NE Indiana, USA (NTSC)
At full time, a frame every 6 minutes is possible if you draw keyframes using vectors, let the computer make rough in-betweens, and then tweak them all. It's just a lot of money, and someone has to have a vision.


Top
 Profile  
 
PostPosted: Thu Apr 20, 2017 4:00 pm 
Offline
User avatar

Joined: Sun May 27, 2012 8:43 pm
Posts: 1312
tepples wrote:
At full time, a frame every 6 minutes is possible if you draw keyframes using vectors, let the computer make rough in-betweens, and then tweak them all. It's just a lot of money, and someone has to have a vision.

Furthermore, unless this process is done very carefully, you end up with lifeless animation that is extra-smooth, yet the added frames don't clarify the artist's vision.


Top
 Profile  
 
PostPosted: Sun Apr 23, 2017 1:49 am 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 187
calima wrote:
And how much does it cost for 3 months?

You tell me! I wasn't paid for labor with this project. I didn't receive a single cent until it was done.

Specifically, the rights to about half the characters were purchased from me, by the developer. (the other character designs existed before I was hired.) This reason alone, is why I consider it a commission.

psycopathicteen wrote:
That's 80 frames a day. :shock:

Heh! Yeah, that sounds about right. The amount of work per day varied, depending heavily on communication.

At one point, I had pulled an all-nighter, and did around 300-something frames of animation in 48 hours, for a large boss enemy.
It wasn't on a time crunch or anything, I just did it for fun! :P

tepples wrote:
At full time, a frame every 6 minutes is possible if you draw keyframes using vectors, let the computer make rough in-betweens, and then tweak them all. It's just a lot of money, and someone has to have a vision.

Yuck. Vectors are by far the worst way to animate complex characters. Vector-based animation always seems to have a certain stiffness to it's motions.

Expensive, really? The project I mentioned, was completed rather quickly, and cost almost nothing to produce. 4 million dollars not needed! :P

mikejmoffitt wrote:
Furthermore, unless this process is done very carefully, you end up with lifeless animation that is extra-smooth, yet the added frames don't clarify the artist's vision.

Yeah, this is why I stick with traditional cell animation, and draw every frame out with pencils first.

(Important context: I was personally mentored by a former Gainax artist, when I was animating hentai, several years ago.)


Top
 Profile  
 
PostPosted: Sun Apr 23, 2017 8:28 am 
Offline

Joined: Tue Oct 06, 2015 10:16 am
Posts: 609
Not every project can get an enthusiastic artist willing to work like you do, sadly. Most such flake, speaking from experience.


Top
 Profile  
 
PostPosted: Mon Apr 24, 2017 10:49 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3166
Location: Nacogdoches, Texas
Well, I was trying to get something together for when I get done recoding my vram engine to make a miniature beat em up demo, and I decided to rip some graphics from Undercover Cops and use them, because, you know. :P

But anyway, this isn't very related, but the reason I posted is that, wow, the SNES port looks like shit (especially for 1995!), but damn, the music is surprisingly faithful... (compare "Redtailed Cat" from this http://vgmrips.net/packs/pack/undercove ... j-irem-m92 to this: https://m.youtube.com/watch?v=D3p1aBXLR4o) What really impressed me is that all the voice samples are there, and at nearly the same quality as the arcade version. Sure as hell beats SFII! :lol:


Top
 Profile  
 
PostPosted: Tue Apr 25, 2017 9:27 am 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
Yeah, they didn't even get the color palette right.


Top
 Profile  
 
PostPosted: Tue Apr 25, 2017 11:24 am 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3166
Location: Nacogdoches, Texas
And that arcade machine uses 15bit RGB, with even the bits in the same order... :lol:


Top
 Profile  
 
PostPosted: Fri Apr 28, 2017 9:18 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
I'm still working on my animation. I'll get done for sure by next week.


Top
 Profile  
 
PostPosted: Sat Apr 29, 2017 11:50 am 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3166
Location: Nacogdoches, Texas
By animation, do you mean animation engine, or artwork you've created?

Something I've began to think of is for me, metasprites are going to be a total pain in the ass to create. The problem is trying to figure out how to arrange everything to minimize the number of sprites per line is very time consuming. I don't know how feasible it would be to make a program that if you gave it an indexed picture (color 0 is transparent and would be able to be cut out) and told what you want to be the center point, if it could automatically generate the graphics and metasprite data.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 37 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: Google [Bot], noko_bombette and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group