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This is the info page for Flash #61249 |
NA's Spriting Tutorial: Custom Sprites |
Read before viewing: I made this second tutorial, assuming you know the previous tutorial's content about the basics of spriting. If you have no experience with edited sprites or with none at all, I highly suggest you read it before attempting to follow this guide. |
Sprites: NazelbikAuthor |
Special thanks to Bob And George's BBS users for being real competition! Relax and Chill - By: TBF |
PLAY MOVIE |
Chip Select |
UNITE |
OK |
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Introduction |
Outlines |
Shading 1 |
Shading 2 |
Additional information |
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Step By Step |
Battle Start |
Battle Start |
Introduction: Do you want to make a sprite comic OR a movie but don't have a clue on how to make them look original and visually interesting? Are your recoloured sprites being mocked by others? Maybe it's time for you to learn a few things about CUSTOM sprites and how they're made. Note: This tutorial has nothing to do with making Flash movies, though it may occur that I might give one or two tips away later... |
Outlines: You have two choices: either use black outlines, or no outlines. Having no outlines means higher resolution and looks better. Having outlines probably means you feel more comfortable with 8-bits and 16-bits sprites and is more limited. |
16-bits |
32-bits |
DEMONSTRATION |
Outlines: I always start by using black outlines to give form to my sprites. When I'm done with that, I erase pixels and make corrections. As you can see from the demonstration sprite, no color has been added yet; it would only hinder you. |
16-bit |
Bigger outlines = Better resolution. However, if you're not really into details, then you might be better off with a smaller sprite. |
1) |
2) |
Shading 1 - Color palette: When you will finally reach the coloring step, you will have to create a palette that will help you for the following: 1) It displays all the colors the sprite can have. 2) You can sample the wanted colors faster. |
1) |
2) |
Shading 1 - Color palette: For now, the result should look like this: |
Looks like something's still missing, eh? |
OK |
Shading 2 - "How the hell am I supposed to do this?" Basically, when you want to give a shade to anything, you have to keep in mind where the light source is. Depending on what kind of material you are working with, (clothing, metal, fluids...) always try to make it look natural. |
Look carefully at the pants' shading. |
Shading 2 - "How the hell am I supposed to do this?" When your shading seems fine, it's time to use a lighter color for the highlights. They will make your character shiny and look better, but do not overuse it. Drag your mouse over the sprite to see its highlighted form. |
Additional Information: No one can teach you to sprite; this is like asking an athlete to train you so you can participate in the Olympics. Tutorials can't do miracles. If you want to improve, the only way is to practice and accept criticism. On another totally unrelated note; if you are a sprite movie author, please respect the following rules: |
1) Use a high frame rate. Preferably 24+ FPS. 2) Try to be original for God's sake. 3) Do not use sheets that lost color information. 4) Fix your goddamned symbols so your character symbols don't look like they're "jumping". |
Additional Information: |
<P ALIGN="RIGHT"><FONT FACE="Impact" SIZE="20" COLOR="#FFFFFF">Links:</FONT></P><P ALIGN="RIGHT"><FONT FACE="Impact" SIZE="14" COLOR="#FFFFFF"><A HREF="http://www.planet-megaman.com/mm3/Guides/spriteguide.php#Type3">Mechanical Maniacs</A></FONT></P><P ALIGN="RIGHT"><FONT FACE="Impact" SIZE="14" COLOR="#FFFFFF"><A HREF="http://sprites.fireball20xl.com/HTML/tut/custom.htm">The Spriters' Resources</A></FONT></P><P ALIGN="RIGHT"><FONT FACE="Impact" SIZE="14" COLOR="#FFFFFF"><A HREF="http://www.spriteart.com/tutorials/02_rpg_hero.html">spriteart.com</A></FONT></P><P ALIGN="RIGHT"><FONT FACE="Impact" SIZE="14" COLOR="#FFFFFF"><A HREF="http://www.create-games.com/article.asp?id=1414">The Daily Click - Author: hishnak</A></FONT></P><P ALIGN="RIGHT"><FONT FACE="Impact" SIZE="14" COLOR="#FFFFFF"><A HREF="http://www.pokecommunity.com/showthread.php?s=a9ab1d1f2489db99b204d3df178acf5a&t=30015">Author: DeltaSuicune</A></FONT></P> |
What I explained wasn't enough? That's ok, I even bothered to get more information for you, eheh. It wasn't easy, but I found some good ones. As explained in many tutorials, there are many tutorials and you shouldn't stop at reading just one. I highly suggest Mechanical Maniacs' tutorial, |
Step by Step: |
3) |
4) |
Remember, there are many styles of sprites! |
ActionScript [AS1/AS2]
Frame 1Stage.showMenu = false;Frame 68stop();Frame 70stop();Frame 102stop();Frame 111stop();Frame 113stop();Frame 147stop();Frame 148stop();Frame 161stop();Frame 163stop();Frame 195stop();Frame 196stop();Frame 206stop();Frame 208stop();Frame 240stop();Frame 241stop();Frame 251stop();Frame 253stop();Frame 285stop();Frame 286stop();Frame 296stop();Frame 298stop();Frame 330stop();Symbol 17 Buttonon (release) { _root.play(); }Symbol 18 MovieClip Frame 1_root.stop(); PercentLoaded = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100; if (PercentLoaded != 100) { setProperty(bar, _xscale , PercentLoaded); } else { gotoAndStop (3); }Symbol 18 MovieClip Frame 2gotoAndPlay (1);Symbol 38 Buttonon (release) { gotoAndStop (70); }Symbol 43 Buttonon (release) { gotoAndStop (113); }Symbol 48 Buttonon (release) { gotoAndStop (163); }Symbol 53 Buttonon (release) { gotoAndStop (208); }Symbol 61 Buttonon (release) { gotoAndStop (253); }Symbol 66 Buttonon (release) { gotoAndStop (298); }Symbol 69 Buttonon (release) { play(); }Symbol 79 Buttonon (release) { gotoAndPlay (103); }Symbol 83 Buttonon (release) { nextFrame(); }Symbol 109 Buttonon (release) { play(); }
Library Items
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Symbol 6 Graphic | Used by:7 Timeline | |
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Symbol 18 MovieClip | Uses:7 8 10 17 | Used by:Timeline |
Symbol 19 Graphic | Used by:Timeline | |
Symbol 20 Sound | Used by:Timeline | |
Symbol 21 Graphic | Used by:Timeline | |
Symbol 22 Graphic | Used by:Timeline | |
Symbol 23 Graphic | Used by:Timeline | |
Symbol 24 Graphic | Used by:Timeline | |
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Symbol 110 Graphic | Used by:Timeline | |
Symbol 111 Graphic | Used by:118 Timeline | |
Symbol 112 Text | Uses:1 | Used by:Timeline |
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Symbol 133 Text | Uses:1 | Used by:Timeline |
Symbol 134 Text | Uses:1 | Used by:Timeline |
Symbol 135 Graphic | Used by:Timeline |
Instance Names
"bar" | Symbol 18 MovieClip Frame 1 | Symbol 7 MovieClip |
Special Tags
Protect (24) | Timeline Frame 1 | 31 bytes "..$1$FA$I4zkEKafqYDRTlEC.O9zD.." |
Labels
"loaded" | Symbol 18 MovieClip Frame 3 |
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