Sprite Making

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Josefa Palsgrove

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Aug 3, 2024, 3:01:49 PM8/3/24
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So, the love sprite is appearing when you hit run because the if statement is running one time instantly but then program returns to run the draw function. The program does not check that the space key is down because the if statement is not in the draw loop.

Another thing that is wrong is that the love sprite is already visible visible, due to its coordinates, and no extra code making it invisible. Try adding love.visible = false, then when space is pressed, love.visible = true. Also, move the if statement into the draw loop, so it keeps checking for it.

The redrawing of the sprite is caused by no background being drawn each time through the loop. So that a background is drawn each time the sprite background is resized/changed and drawn, line 23 should be added/inserted to the top of the draw loop. When I do this, the backgrounds zoom and are not being redrawn.

So in this sprite, I have < 200 total colors (around 185), and I am in RGB color mode. When I use this option here, it generates the correct number of colors, however I noticed something quite odd: NONE of the colors in my sprite are in the palette at all.

I confirmed this when I switched my sprite from RGB mode to Indexed mode, and everything on my sprite hue shifted slightly. Whatever algorithm is being used for this button only seems to be kinda close and not quite as exact as I was hoping it would be.

Hi there! The actual implementation of color quantization should use the exact colors if the sprite has less than 256 colors, and start lossing precision if there are more than 256 colors. Since v1.3 version there will be an alternative implementation with octrees.

In my first 2 hours of using ASESPRITE OP, but I had the same problem. It turns out that making the palette and applying it are different things. After you make the palette go to Sprite > Color Mode > Indexed and it will try to apply your 256 colors.

The ball works like a Sprite except you can use the center coordinates of the ball. When you use a sprite, the app 'thinks' the coordinates of the sprite is the coordinates of the top left corner. You need to consider that when programming sprite behavior. You can compensate for the fact you don't have use of the sprite's center unless you provide code to shift the left corner by realizing its center is 1/2 the width of the sprite and 1/2 the height .

There probably are several ways to make a sprite 'jump'.
To make the sprite go up and down you can use the ball.MoveTo a point yNow to yNow-number of pixels you want to jump. x can stay the same or be used to move the jumper to the right or left by adding or subtracting the number of pixels to move laterally. You might also use a Clock to cycle the action.

I am trying to make a Sprite appear round. Currently I am applying Texture to a round Mesh and then I make the mesh Billboarded, however I want to make the parent of the Mesh move and rotate and that is not supported. From the start I wanted to use Sprites for that as I imagine it would be more performant, so now is a great time to make the switch. However, I got stuck on making the Sprite render as a circle, instead of a square.

Unfortunately, this is not exactly what I mean. I would like to use Sprite, as it is always facing the camera by default. And using Billboardmode of Mesh is not going to work for me, as I want to move and rotate the parent of that Sprite / Mesh.

Here is a starting point with a playground of a very simple Sprite and SpriteManager implementation I am currently using. Goal is to make this Sprite appear round (if possible, without changing the source image)

I think there's some confusion about what you want. The way to make a sprite appear is

The way you pick a random background is
untitled script pic1346192 38.4 KB
Is either of those what you want?

If I am understanding your question correctly, then you might want to attach this script right under @bh's code-

Edit: Welcome to the forums, by the way!
Edit once again: Sorry, @bh, I did not notice you already said that even though I read your post because the block was not attached to the script.

This did not work, perhaps it was the way parts of the script was written but thanks for the help anyway! Meanwhile, I've decided to make the power up sprite appear in a specific stage/background costume, but make the x and y positions random, so that every time the power up sprite appears onto the stage (in a specific costume of the stage), it will go into a different spot every time.

The moving to a random position is inside a REPEAT UNTIL. That means it's going to repeat! There's no need for that; you know the stage is wearing Third Zone because that's when the broadcast is sent.

I have another question about changing your name. If lets say I published a couple of projects, then changed my name on snap and published some more projects, would my name show up as my old name on the projects I published before I changed my name?

sprite.play_flipbook() allows you to set the playback_rate you should be able to manually count the frames based on the set rate and then play the animation again with the proper frame offset set when you want to change the speed so that you can slowmo/speed up animations without them appearing to restart.

For something like a fighting game (ie. move A can link into move B on frames 6-9), or even just determining whether something can be cancel linked into from another action in something like a platformer(ie. you can only jump out of a dash between frames 7-14), this would be highly important.

In the future we might implement a frame_offset or similar to allow you to set the a specific frame of a flipbook animation, or perhaps the ability to get the number of frames or the length of a single frame.

Hello doomworld. i am wanting to mod some my doom wads and i need to make some sprites, how ever i can never find any tutorials on how to do so. if anybody knows of some tutorials on sprite making please let me know.

I'm trying to make a simple 2D platformer game. So I got the walking and idle animations working for my sprite, but for some reason when it transitions to the run animation, the sprite is a little off the ground? Does anyone know how I could fix this?

I'm sure I could find more possible causes, but the bottom line is, take a look at everything you can think of that might be causing the issue. If you've tried that, then look around and see what else you can see. Finally, if that doesn't work, try asking here with everything you've tried included.

I had this problem too and just fixed it. it's actually simple. What causes this is the pivot of your Sprites. You have to go back to the sprite editor and set the privot of your sprites to the same value and that's it.

Hi. So i'm very new to Sprite Animation, and i found a very good tutorial online on how to import sprites and make the characters do their actions. The problem is that he stopped making the tutorials. So, the thing i need help with making Mecha Sonic here move from one side to say, the middle of the screen. I've tried making a motion tween after selecting all the frames, but that doesn't work. (look at attached video as example)

Prehaps i can help you, i have limited experiance in sprites.
To make sprite walk add walk loop in graph symbol and stack it on top of each other, keyframe it and space it out per your fit.
After that place the sprite walk/run loop on your main timeline and classic tween it per your needs. That is how in the nutshell sprites works, most of it is in graph symbols and after that you tween it to your desired effect, ofc you will have to do some stuff by hand like fights, grabbing stuff and similar.
This is to my extend how i can help you, if you have any other questions please ask.

I'm not sure where/how to add a walk loop, and what you mean by stacking it ontop of eachother. If you could record a short video/give screenshots, or just type it out, that'd be so appreciated. I'll keep playing around with this, maybe i'll find it. Thank you.

to animate walking you just make the player look like they are moving (search up walking animation on google for good examples) and you see the side of them. (since your sprite is staring into your eyes)

Hi all,
Currently got 205 students creating, splash screens and sprites for Arduboy. The students love the arduboy (clone) and are very thankful for the community support. Their current project is pixel art based to create their own character based on either a new or existing arduboy game. My coding ability is very very poor. So far I have managed to create a moving sprite but would love to know how to create an animated sprite, like one running or stationary with a tapping foot. I assume this would incorporate switch case, 0-9, showing each image in turn. I found this code using a different library system but not sure how to convert to an Arduboy friendly version. Any support would be really appreciated. See code:

For a moveable sprite i would recommend storing the texture itself in a central space or declaring it static so you can avoid loading it multiple times. In the class you would have a position (Vector2) and update/draw methods. In draw you would call .Draw() on the spritebatch with the previously loaded Texture2D and the position, in Update you would move the sprite by changing the position.

Thanks for this great package. I am using it on a project where there are multiple sites, each with their own branding. They will need their own sprite sheet per site. I don't want to have to repeat the data type or doc types per brand, I wondered if you had ever considered how to make it so site A sees one set of sprites and site B sees another set. All within the same backoffice.

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