View Full Version : 2D Game Sprites - Jetball Overdrive
09-05-2003, 09:00 AM
These are for a school assignment coming up, a game called Jetball Overdrive (yeah i know it's a bad name...However, it beats the poly-syllabic "Jetspace Rocketball Ultra"). It is a 2 player, arcade style game inspired by Joust and Breakout.
16 colors total between the two of them.
These are my first 2d sprites, so any c&c or pointers would be much appreciated
09-05-2003, 12:17 PM
Is that the girly-dance victory taunt? ;)
The characters look pretty good.
09-05-2003, 04:28 PM
post em over at pixelation.swoo.net...
some extremely talented pixel artist over there.
ah! i like! more! :applause:
get me back to oldskool!
09-05-2003, 11:48 PM
Phennim - yeah, they're a bit dancy right now ;) the idea is that they are sort of "treading water" almost, as they hover - i think in-game it will probably look okay, with some smoke sprites shooting out his back, etc etc.
spm - glad you like! New anims are posted at the top there - a couple frames for the turn-around. More should be done tonight!
sevenfingers - i strolled around pixelation.swoo.net, and DAYAM - but i'm not going to post there just yet. The quiz is a little daunting :hmm: plus i want to get more work done on my little dudes before subjecting them to the experts over there!
Thanks for replies!
09-07-2003, 10:14 AM
new anims up - yay!
09-07-2003, 01:20 PM
Pardon me, but i know absolutely nothing about 2d sprites, and how theyre made. I have a few questions.
1- How are they made, using what software, and what are the rules/specifications for making such sprites. Whats the size youre allowed or such....?
2- What formats would u make such sprites for, game boy advance? or what other formats?
3- How does a sprite like the ones adam atomic made get a good or bad rating. What does it depend on.
4- Do they have, like in 3d we have poly counts, a certain limitation to what you can do with such sprites?
I am quite good at photoshop and drawing with a mouse, i never got myself a wacom tablet, so i learned to draw the hard way on a pc. Im getting one in a month or so though. I would love to get into this field. Nice work atomic.... at least i THINK its nice work, as i dont know the standards for such a field :)
09-07-2003, 06:12 PM
Wartorn - Here we go!
1 - I made my sprites in Adobe Photoshop 6 and Adobe Imageready. There are really no rules or specs :-D You just draw! However, there are some sort of community-wide tendencies, such as two and three-tone shading, that seem to be prevalent. Sprites can be any damn size you want :) It's all dependent on what they're being used for. My sprites are for a 2D game i'm programming for a class that will be running at 640x480 - i did some little practice tests and decided my characters should be about 48x48 pixels to look right in-game, so that's what size i made them. If you want to know more, I would definitely recommend the same site sevenfingers recommended to me - http://pixelation.swoo.net - I have received a lot of really valuable feedback there already, they've been a great help.
2 - GBA is almost entirely reliant on sprites. As far as I know, all the major consoles support up to 640x480 2D display, but nobody except SNK, Capcom, and Sammy is actually producing 2D games anymore (as far as I know). Castlevania: SOTN is probably the last real non-fighter 2D game to be released on a console (again, afaik). As far as computer games, the excellent Starscape shareware, available at http://www.moonpod.com, uses sprites exclusively (no I don't work for them! they just rule!). So oodles of formats are available :)
3 - My sprites have received fairly positive comments over at Pixelation, even some from the ninjas there :) so if my sprites had to be rated EITHER "good" or "bad", they would probably be "good". The responses over there included compliments about shading and stylization, and criticisms including jerky animations. Hope that illuminates it a bit - i mean, if your sprite looks GOOD, then people will like it :D just like anything else!
4 - Limitations are imposed by the platform. For GBA, if you want to take full advantage of the system's limited memory, it's recommended that you create your tiles and sprites using special 16-color palettes (you get double the memory compared to 256-color palettes that way! yay!). But in say Starscape, when you're running (compared to GBA) on fairly powerful machinery, no one scoffs at 32-bit color being used for sprites.
Hope this helps! Drawing these guys has already been a huge learning experience, and a decent amount of work, but it's been really fun - I'd encourage anyone who hasn't done pixel art or who used to a looong time ago to give it a try, it's a blast!
01-16-2006, 01:00 AM
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