So I recorded a few hits of my own, using one of those huge Christmas popcorn tins (it was left over from Christmas) and a couple of Mega Blocks.
They sound better than I expected. I'm no expert, but I did goof around with it a bit in Audacity and came up with two derivative versions--one that sounds like it might be usable as in Mining Melancholy with a little more work, the other that I just stumbled upon and sounds like it might work for UI button presses for a scifi game, lol.
They probably still need some more work, but hey, I feel like I'm on the right track at least!
Ok, redid the perspective one, hoping this is found much improved. For some reason the legs look wrong to me still... what do you guys think?
And some new stuff...
An enemy! I'm wondering if there's a good way to rotate his head by very small angles without introducing new colors or making the weird "creases" effect you often see with dynamic sprite rotation. I'm guessing not, and if not then just straight will be fine.
So believe it or not, I'm actually still working on this.
This one obviously needs some work but I'm kinda stuck on how to make it look better. Also missing the maintenance hatch because I didn't know how to make that work in such a small size. I always assumed small sprites were easier to make, but maybe that's not always true. @_@
This is the one I've spent the most time on. I was hoping there might be some suggestions on the head, legs and feet. I really kinda wanted a more rounded foot but I couldn't figure out how to make that work in this perspective.
Here's the same sprite with vanishing lines... and, as I just noticed, an oval that is offset from where it belongs because I forgot to move it when I moved the head, lol.
Here's the "get hit" version of the above sprite. It looks bad to me... How can I make it look better?
Wow, just a few little changes to shading and it looks a lot better. :)
I took a few liberties, in particular with the light stripe on the right side of the torso and the shoulder panels just below the head. Also I added just a subtle touch that adds an extra shade to the torso gradient. Hopefully it looks good.
I played around with it a little bit. I think the key is that the slope increases the farther you move from the center, but I tried moving the outermost up by two pixels and that was too much.
There is a program I've used before for this kind of thing called RotSprite.
It's a little clunky to use but depending on the angle you want to rotate through it can work great. Works perfectly for multiples of 90 degrees, great for multiples of 45 degrees, pretty well for multiples of 30 degrees and ok for 15 degrees. I haven't tried anything else because the documentation on their website recommends you stick to multiples of 15 degrees, but at least give it a try.
It might take a few touch-ups when it's done but it's a lot better than using most image editor rotation tools.
I also noticed while redoing the panel that the shading on it still assumes the light is in the top-left, so I swapped the left/right colors on that.
Oddly, when I tried adjustinging the shading on the vents so that the flat surfaces were lighter than the curved cylinder, it looked terrible, so I left it the way it was.
So I recorded a few hits of my own, using one of those huge Christmas popcorn tins (it was left over from Christmas) and a couple of Mega Blocks.
They sound better than I expected. I'm no expert, but I did goof around with it a bit in Audacity and came up with two derivative versions--one that sounds like it might be usable as in Mining Melancholy with a little more work, the other that I just stumbled upon and sounds like it might work for UI button presses for a scifi game, lol.
They probably still need some more work, but hey, I feel like I'm on the right track at least!
Oh wow, I never noticed that despite playing all three of these games like a trillion times as a kid!
Nice catch!
Ok, redid the perspective one, hoping this is found much improved. For some reason the legs look wrong to me still... what do you guys think?
And some new stuff...
An enemy! I'm wondering if there's a good way to rotate his head by very small angles without introducing new colors or making the weird "creases" effect you often see with dynamic sprite rotation. I'm guessing not, and if not then just straight will be fine.
Ok that grid trick might just be the most amazing thing I've ever heard. Totally going to try that.
So believe it or not, I'm actually still working on this.
This one obviously needs some work but I'm kinda stuck on how to make it look better. Also missing the maintenance hatch because I didn't know how to make that work in such a small size. I always assumed small sprites were easier to make, but maybe that's not always true. @_@
This is the one I've spent the most time on. I was hoping there might be some suggestions on the head, legs and feet. I really kinda wanted a more rounded foot but I couldn't figure out how to make that work in this perspective.
Here's the same sprite with vanishing lines... and, as I just noticed, an oval that is offset from where it belongs because I forgot to move it when I moved the head, lol.
Here's the "get hit" version of the above sprite. It looks bad to me... How can I make it look better?
Wow, just a few little changes to shading and it looks a lot better. :)
I took a few liberties, in particular with the light stripe on the right side of the torso and the shoulder panels just below the head. Also I added just a subtle touch that adds an extra shade to the torso gradient. Hopefully it looks good.
Alrighty, got another sprite.
I think the panels on the shoulders and the top there are too small to shade effectively with streaks and stuff. At least I couldn't get it to work.
Any comments?
I played around with it a little bit. I think the key is that the slope increases the farther you move from the center, but I tried moving the outermost up by two pixels and that was too much.
There is a program I've used before for this kind of thing called RotSprite.
It's a little clunky to use but depending on the angle you want to rotate through it can work great. Works perfectly for multiples of 90 degrees, great for multiples of 45 degrees, pretty well for multiples of 30 degrees and ok for 15 degrees. I haven't tried anything else because the documentation on their website recommends you stick to multiples of 15 degrees, but at least give it a try.
It might take a few touch-ups when it's done but it's a lot better than using most image editor rotation tools.
Ah, good catch maruki and Clint.
I also noticed while redoing the panel that the shading on it still assumes the light is in the top-left, so I swapped the left/right colors on that.
Oddly, when I tried adjustinging the shading on the vents so that the flat surfaces were lighter than the curved cylinder, it looked terrible, so I left it the way it was.
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