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Author Topic: High Res spriting  (Read 688 times)

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Offline Acey

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High Res spriting
« on: February 22, 2010, 12:29:37 PM »
I've been testing the Blow Up filter developed by Alien Skin on various characters. This is the Green Goblin test, showing that a single sprites can be blown up while retaining the ability to apply the original palettes to the same sprite. The future of mugen is High Res!

« Last Edit: February 22, 2010, 01:06:01 PM by ATICE »



Offline Ununsed-Username

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Re: High Res spriting
« Reply #1 on: February 22, 2010, 01:12:06 PM »
Awesomesauce! BTW, how long did it take you to blow that sprite up?

Offline Random Regular

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Re: High Res spriting
« Reply #2 on: February 22, 2010, 01:27:53 PM »
Great work acey, [guile]i'm impressed[/guile]

Offline Acey

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Re: High Res spriting
« Reply #3 on: February 22, 2010, 01:28:12 PM »
After you blow it up with the filter (5 seconds) then you need to reapply the old mugen palette to the sprite. Then the clean up is the long process, it can take anywhere from 5 minutes to 40 minutes depending on the creator.

Offline Ununsed-Username

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Re: High Res spriting
« Reply #4 on: February 22, 2010, 01:31:04 PM »
Coolness.

Offline ♦ßlôödÑinjå♦

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Re: High Res spriting
« Reply #5 on: February 22, 2010, 02:05:24 PM »
Awesome great job Acey  :thumbsup:

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Offline Dragonwarrior0

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Re: High Res spriting
« Reply #6 on: February 22, 2010, 02:28:55 PM »
very impressive =D> the sprite look alot better now

I have a question though, after blowing up the sprite it's way larger than the original one and thus has to be scaled down to match the environment, how do you prevent the new information(the clearer details, cleaner lines) from getting lost during the process, or do you increase the mugen resolution to match the sprite size, but that would probably require resizing the level/levels

btw I always wondered what the border resolution between a lo- and a hi- res sprite is, or are there other requierments beside the resolution?
« Last Edit: February 22, 2010, 02:42:50 PM by Dragonwarrior0 »

Offline Acey

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Re: High Res spriting
« Reply #7 on: February 22, 2010, 02:54:44 PM »
very impressive =D> the sprite look alot better now

I have a question though, after blowing up the sprite it's way larger than the original one and thus has to be scaled down to match the environment, how do you prevent the new information(the clearer details, cleaner lines) from getting lost during the process, or do you increase the mugen resolution to match the sprite size, but that would probably require resizing the level/levels

btw I always wondered what the border resolution between a lo- and a hi- res sprite is, or are there other requierments beside the resolution?

Ah hah! This is the whole reason for making hi-res sprites. With any version of Hi-res mugen (like Mugen Plus or any of the new RC versions) you can have a hi-res character the same size as the rest of yoru chars but the detail won't be lost. This is the principle behind most of the Guilty Gear characters available for mugen right now.

Offline Dragonwarrior0

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Re: High Res spriting
« Reply #8 on: February 22, 2010, 03:01:57 PM »
I see, thx for the clarification

Offline Dissidia

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Re: High Res spriting
« Reply #9 on: February 22, 2010, 04:55:10 PM »
It's been done, and I wouldn't consider these "Hi-Res", since they're only filtered.

Offline ATiC3

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Re: High Res spriting
« Reply #10 on: February 22, 2010, 05:06:42 PM »
I wouldn't either... Like I pm'd Acey, if you take a look at some of my sprites.. you have to outline the edges too with a little bit darker color than the edge... highlighting some of the detail as well.. You just have to be careful what you highlight, and etc. It does take time.
 

Offline ELECTRO

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Re: High Res spriting
« Reply #11 on: February 22, 2010, 07:20:16 PM »
Hi-Res or Flitered doesn't matter - Just as long as it looks slick & these definetly look very slick @-)

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