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Re: New Icons!
You're funny, and I'm slow. We have makings for a great comedy duo - maybe a sitcom of some kind. :)
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Re: New Icons!
Ha ha... What, "Dungeon Craft Days" or something like that? It could work... (well, people watched Friends, and that wasn't even funny!)
Say, what is the percentage size of each frame for the sprites? I.e., is the 2nd frame 50% as big as the first, and the 3rd frame 25% of the first? Also, did we decide that the 3D view was 10' tall (close up)? (Then for me, 21 pixels = 1 foot) |
Re: New Icons!
This is not a hard fast rule, but a good guideline I use with sprites is that the 2nd frame be 66% of the original and the 3rd frame 33% of original for the traditional "walk-up" style. Bear in mind that we have 3 full sized frames to work with from sprites (unlike FRUA sprites that HAD to have the nearby, close, and far away boxes getting smaller as they were farther away), with three frames full size you could do more. For example, I remember seeing somewhere a 3 frame sprite of fish swimming across the 3d viewport.
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Re: New Icons!
Arrrgh - using some sprites that were put on this board as reference (they are conversions of FRUA sprites), I have found that basically the percentage is always different! Arrrgh!
So, before I embark on the new world of sprite-making (actually, I have already started), shall we decide a rule of some sort for this? 1. 21 pixels = 1 foot 2. frame sizes are 100%, 66%, 33% ...for example. If you think that other values are better, please discuss! Looking for a more "scientific" set of values, I measured the walls of each distance and divided - getting me: 1. 100%, 42%, 14% ...but maybe that is not how they are supposed to work... |
Re: New Icons!
We would call the sitcom something witty, that is also a play off of the name... Plus, the network would make us change things - like we wouldn't be typing away in a forum, we would all be working at or customers at a game store that had both table-top and compter games. They would call the store "The Dungeon", and the show could then be called "Dungeon Crafty". :D:D:D
Size- [checks watch to see how much time he has] I can go the long route or the short route...oh wait, I've already gone the long route on my site in the post, 'Dungeon Craft Scale of Space', it covers a bit more ground than just sprites A conclusion that I arrived at was that the walls are 10' tall, so that would make one foot = 13.4 pixels at the distance of one wall, 5.8 pixels at the distance of the near-by walls, and 1.9 pixels at the distance of the far away wall. Your proportions, Uatu, are correct. But they shouldn't be. When the walls were originally figured out, there were rounding errors - the near-by wall is supposed to be 40% of the up-close wall (it's 42%, b/c 11.2 was rounded to 12) and the far away wall is supposed to be 33% of the near-by wall - which it pretty much is. Also, there is an error in the wall size of the near-by wall - it should be 48x57, but was made to be 48x58 b/c, I think, of a rounding error (but I don't really know). Tom complicate matters, the pixels per foot that I gave earlier are for the wall, not for something standing in front of the wall. :) But, the proportions should still probably be the same. |
Re: New Icons!
Hmm - these complications are preventing me from finishing my sprites :(
Actually, looking at the sprites again, I see that each distance's frame does not stand in the respective same place, which may account for some of the apparent disparities in ratios. (I will look into this later.) In the meantime, you can take a look at my half-baked sprites for now: http://two.xthost.info/uatu/dungeonc...pr_Brigand.png http://two.xthost.info/uatu/dungeoncraft/spr_Sirine.png Among other problems, the brigand is too big (if using 21 pixels = 1'), so I will have to shrink him 90% or so. |
Re: New Icons!
Those are very nice looking sprites. :D
I don't see a problem with your method. If you lace the closest (left) frame right at the edge of the screen, then it would be 21 pixels to a foot, making the near-by (center) frame 42% of the close frame or 9 pixels (8.82) per foot, and making the far away (left most) frame at 14% or 3 (2.94) pixels per foot. :) Plus this would also mean that all three frames have the sprite centered in their respective squares. :D:D:D Now, when I'm done with schoolwork today, I am going to go through my sprites and check them. :) |
Re: New Icons!
The way I figure it, the rough approximations that goldbox and FRUA were fine, except for the limit on the icons that the sprites represent. As in, since we can do icons that are larger than 2 x 2; we could make a closest frame sprite with the head of a dragon in the forefront and the body would extend outside of the viewport. However, the icons that are bigger than 2 x 2 wouldn't fit in a 1 square width hallway, and a sprite for something that size would look silly with the body going into the wall ;)
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Re: New Icons!
That's why you would only use the dragon sprite outdoors. :P
The only problem that I have with FRUA/Goldbox sprites is that most are too big. Even not thinking about how many pixels to a foot and such, the kobold sprite is taller than the door next to it. Same thing for all of those 9' tall mages and thieves. :D I'm just excited that DC gives us the luxury to worry about stuff like this. Speaking of relative size of sprites. I'm thinking about doing a sprite of Cthulu. It will be just his big toe in the close up frame. :D:D:D |
Re: New Icons!
Well, I have gone and used the three sprites on this thread as a model: http://www.ironworksforum.com/forum/...hlight=sprites
Trying to find the "center" of each frame (i.e. the center of where each creature is standing), from there I made a horizontal line to try and measure the size (in pixels) of the width of a 10'-wide corridor there for each. Thus: Warrior: 42, 74, 154 (100% : 48% : 27%) Ogre: 54, 82, 152 (100% : 54% : 36%) Dragon: 48, 88, 144 (100% : 61% : 33%) AVERAGES: 48, 82*, 150 (100% : 55% : 32%) *rounded up, as numbers have to be even. Thus, this would mean that: "Close" sprites are 15 pixels/foot. "Near by" sprites are about 8 pixels/foot. "Far" sprites are about 5 pixels/foot. If we want to make exact ratios, we could set: EASY: 50, 80, 150 (100% : 53% : 33%) Giving us exactly 15, 8, and 5 pixels/foot. On the other hand, if we instead define the walls (not the floor) as 10', we can measure the walls instead to get about: 60, 100, 180 Giving us 18, 10, and 6 pixels/foot. As a result, we could then fit a 11.72' creature in the window at best. What say ye? :D Of course, whatever way we choose, I think this means that I will have to redo my sprites already... (I am looking forward to the sprite of Cthulhu's toe, though!) |
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