Try to make them as large as possible if they aren't pixel based. I mean, really: as large as possible. 8000x6000 preferred.Jourdy288 said:What is the ideal size in pixels to make 2D sprites? 100x100 maybe?
Actually, I don't see why you would want to separate the eyes in this case (requiring alpha tests and another pass to draw etc). I would myself just use multiple face sprites, especially if I'm using OpenGL instead of SDL (ugh) since there really isn't a reason why you'd want to optimize small things like that when you have multipass shaders and such that you don't want to run more than necessary.iprice said:Also it is a waste of space if you have a basic image that only has small changes in different frames - in this case it's often better just to draw just the changes and place them on top of the basic image. Eg if you have a face and only the eyes move/blink, then don't create 10 face frames, just draw the eyes and place them on top of a face sprite.
Does that make any sense?
No you got my point wrong -- "optimizations" in this case would require more cycles than what you'd need if you'd just have multiple images (alpha testing, blending, custom shaders get messed up because of overdraws etc). Well, unless the face is 1024x1024 and the eyes 3x3 or something.iprice said:Perhaps it's because I come from the 8bit school of computer gaming, that I try to optimise everything in my games - just because you can have huge graphics and textures nowadays doesn't mean that you should. Doesn't make it wrong either, just that many programmers don't optimise code or graphics like they used to - hence increasing file sizes and bloatware. Each to their own. Their are 1001 solutions to every problem
I think that we'll need a little more than that to be able to make any decisions. A portfolio would be nice!Jourdy288 said:OK, here's the GIF of one I made by modifying a picture of a dendrite:
What do you use to create those? I think I saw there was a gimp plugin for .svg, but I don't know if there's a free app out there that's better suited to the task.Sphinxter said:Dude, SVG.
I'm using GIMP, this was before I knew better for SVG.. but I'll look into that plugin, thanks.Lunatic said:What do you use to create those? I think I saw there was a gimp plugin for .svg, but I don't know if there's a free app out there that's better suited to the task.Sphinxter said:Dude, SVG.
Yeah, there's no point in taking a normal image and trying to turn it into a vector image.B-ZaR said:Inkscape is the tool I'd recommend for SVG's
Yes, I even own a "pro" copy of it, but the results you get by using it are often very chaotic. You get 28-layered SVGs for example, or shapes that look right but are implemented in a too complex way (a square might be implemented using 16 bezier vertices instead of just 4 normal corner vertices).iprice said:There's an online bitmap to vector image utiltity here - http://vectormagic.com/home
I've used it in the past and got respectable results, considering.
dflemstr said:Actually, I don't see why you would want to separate the eyes in this case (requiring alpha tests and another pass to draw etc). I would myself just use multiple face sprites, especially if I'm using OpenGL instead of SDL (ugh) since there really isn't a reason why you'd want to optimize small things like that when you have multipass shaders and such that you don't want to run more than necessary.iprice said:Also it is a waste of space if you have a basic image that only has small changes in different frames - in this case it's often better just to draw just the changes and place them on top of the basic image. Eg if you have a face and only the eyes move/blink, then don't create 10 face frames, just draw the eyes and place them on top of a face sprite.
Does that make any sense?