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DevilEvil

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Everything posted by DevilEvil

  1. Ahps, la verdad no había oído de eso, pero bueno, se podrá colaborar en ambos proyectos
  2. Tengo entendido master aunque me parece que no ha salido todavia del staff que se va a empezar un proyecto de traduccion en rA oficial desde el propio equipo de desarrollo .
  3. Exactly what Adel said. You can't add more than 8 frames per animation. You can, however, use some animation tricks to make everything faster. For example: Look at the deformation in the left side, which means the character is moving very fast. If you remove some frames and add that effect, it will look faster, but not worse.
  4. I must agree with you xD! Choosing a color is already a difficult task, choosing it by adding numerical values to the RGB channel doesn't help at all, since you just won't have access to instant changes on saturation and luminiscence values. I'd rather suggest moving to HSL in future BrowEdit versions.
  5. Night is characterized by blue, rather than darkness. There should be some blue in the ambient lighting . Nice map overall, but change the ambient lighting!
  6. Is that a normal palette, or was it taken from the RO palette folder?
  7. Here you go: http://www.youtube.com/watch?feature=player_embedded&v=kUieLLXA5X0
  8. Open SPR in SPR Conview: Palette > Open > Open the palette which changes the color of your frames. Lesson III of the spriting academy has a video for that (even if you don't understand the language, you can still see the process, which is quite easy)
  9. There are guides about userbars everywhere (*points at google*) Spriting badge lv1 -> 10 non-redundant (ie no recolors) sprites released to rA (free)
  10. No guide is really necessary for that 1.1 Drop SPR is a basic sprite made up of 1 frame, the 24x24px bmp item image. Act is the same that other sprites use for drop sprites. 1.2 Collection image is a BMP image of 75x100px size 1.3 24x24px 8 bit BMP image, with a #FF00FF color as BG color (that must also be the first color in the color table. Make sure it is, otherwise there will be an error probably) 2. Use another official/custom sprite&act as reference. 3. You can't. Each job use it's own act. 4. If you are using a reference, yes. 4-2. Showcase section .
  11. You won't get palette errors if you use colors that aren't usually used in RO, ofc. You can use 256 colors per sprite, but you can choose which colors these are (not necessarily RO standard colors).
  12. You don't need to, but it is encouraged to use the RO standard colors. As I said in another post, it's not a requirement.
  13. That's wrong. You can use any color you want in RO, however, most used standard colors are the ones in the RO standard color palette. It's not a requirement.
  14. Here you can download some basic tools for RO pixeling.
  15. I will privately talk with @dexter to verify the male sprites were made for nnfro. I encourage to start a new thread about his own Naruto-related female sprites project, as well as the original reworks he made for the male sprites. The topic will remain closed meanwhile.
  16. If you didn't use the official ro palette (which has all color ramps ordered), you will either have to modify colors one by one, in the color table (selecting the color), or by modyfing the general color values (ctrl+U).
  17. Photoshop: Image > Mode > Color Table You can also re-indexate if you want to change the whole table for another one. Image > Mode > RGB. Image > Mode > Indexate > Custom (Load)
  18. Oic, did you see the sprite when you drag it?
  19. Inventory images doesn't read the inventory spr, but the item image in the texture folder 24x24. There must be something wrong there.
  20. Yeah xD. I'm not sure why Sakura actually made so big sprites if she didn't plan some refinement! (or an animation). I believe the idea is just awesome (to have some sort of natural god or something like this as an aura evolving our character), but execution could be better. Actually, a properly refined and animated sprite based on the very same idea could be absolutely gorgeous *encourages Adel to make sprites like this* xD I'm also considering now making a set of the seven deadly sins like this, could be interesting .
  21. I must agree with Adel that recoloring helps: You get a better technical understanding of BMP and PAL You get in touch with color ramps and RO standard palette You understand more about the RO spr format, without being involved with acts too much You are seeing pixel art works while you do this, and how everything is pixelled. This is by far the best thing you can do. Anyway, even if you don't understand Spanish, you could check my videos in the Spriting Academy (in the siggie). Once you access them (in the bottom of the lessons), go to the youtube channel and you will find there several pixel guides that may be useful for you. I'm still working on the guides/videos, so soon there will be more .
  22. Yeah, that's the best thing actually. Add a palette ID for a certain job so it doesn't need RO standard palette (nor RO standard palette's layout). In my former post I was only discussing the structure of RO palette and professional pixel artists' palettes. Not really important actually xD!
  23. You could create a custom palette ID specific for the custom jobs, which would work only for that custom job . And I understand your view. RO standard palette would be considered a palette full of errors in our current days. However, it's design, even if it's not that good from an artistic point of view, it's very good for game graphics production and recolor-making. It's main advantage (regarding production) and main disadvantage (regarding artistic color quality) is the fact that color ramps are separated, and somewhat individualized. If we see top-notch renowned pixel artist, they create palettes like this: (By pixel artist Adarias) Which are definitely better than any palette with a similar organization like RO (separated color ramps). This, however, doesn't apply to RO, since we are looking to make graphics production and flexibility (ie, creating recolors) faster and better. However, I believe we could get both advantages, fast production and flexibility with good artistic quality, if RO palette was somewhat like this: (Art and palette made by Japanese pixel artist Syosa, one of my favs) I'm wondering now if this could be also tried with RO palette (like making all 8th tones in all ramps the same color = blueish dark pink). Maybe Kamishi surprises us xD!
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