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	<title>Yuan Works Development Blog &#187; Sprite</title>
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	<link>http://dev.yuanworks.com</link>
	<description>Video game development, tutorials, design, and news</description>
	<lastBuildDate>Mon, 01 Mar 2010 05:55:26 +0000</lastBuildDate>
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			<item>
		<title>More on the 2D/3D Project</title>
		<link>http://dev.yuanworks.com/2010/02/28/more-on-the-2d3d-project/</link>
		<comments>http://dev.yuanworks.com/2010/02/28/more-on-the-2d3d-project/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 05:50:45 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=136</guid>
		<description><![CDATA[
Trying to make 3D look unmistakably  2D brought some problems on 3D graphics software. Since properties such  as the ones I’m looking for are seldom (if at all) used, even if they  are very basic, it was rather tricky.
First of all, it was a pain removing  all the light on the [...]]]></description>
			<content:encoded><![CDATA[<div>
<p>Trying to make 3D look unmistakably  2D brought some problems on 3D graphics software. Since properties such  as the ones I’m looking for are seldom (if at all) used, even if they  are very basic, it was rather tricky.</p>
<p>First of all, it was a pain removing  all the light on the characters and the scene. Rendering software uses  so ugly default lights which were hard to remove. Since the first part  won’t be shaded whatsoever, this was necessary to make 3D indistinguishable  from a sprite based game.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.wind-water.net/images/blog/20100228_pic1.jpg" alt="" width="610" height="497" /></p>
<p>Also rather quirky to set up was a  completely orthographic camera (pseudo perspective used in blueprints  and the like, which has no depth). I had to highjack one of the available  ones that are supposed to be for scene control only. Needless to say,  this is the closest to true 2D. Now I’m only missing a pixel perfect  way to render things, and I will TRULY have 2D in a 3D environment.</p>
<div><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/QJfcNfgwFy8&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/QJfcNfgwFy8&#038;fs=1" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></div>
<p>What I’m particularly proud of are  the lightning-fast rendering times. Usually, one single frame can take  anywhere between 5 to 20 minutes, or even more, depending on the software  settings and the complexity the computer has to calculate. At 1024 resolution,  production quality (read that as ultra souped-up), any one frame from  my scene renders in 2 to 3 SECONDS!!!!! YES, SECONDS. Other lighting  tests like final gather work nice and fast, but I can have a similar  effect with far less resources.</p>
<p><img src="http://www.wind-water.net/images/blog/20100228_pic2.jpg" alt="" width="599" height="400" /></p>
<p><img src="http://www.wind-water.net/images/blog/20100228_pic3.jpg" alt="" width="640" height="480" /></p>
<p>I also started to work on the animation.  The 2D character already has a lot of animation done, including a super  fluid walk cycle at 30fps, which I almost NEVER use, except for action  based animations.  Well, come to think of it, many Wind and Water animations  were 30fps, so I take that back. Look at all those frames for just a  walk cycle! The 3D character has to be “rigged” which basically  means equipped with a virtual skeleton that allows it to move. It sounds  like a pain, and yes, it actually is.</p>
<p><img src="http://www.wind-water.net/images/blog/20100228_pic4.jpg" alt="" width="424" height="195" /></p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://dev.yuanworks.com/2010/02/28/more-on-the-2d3d-project/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
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		<item>
		<title>The 2D Triumphant Video</title>
		<link>http://dev.yuanworks.com/2010/01/31/the-2d-triumphant-video/</link>
		<comments>http://dev.yuanworks.com/2010/01/31/the-2d-triumphant-video/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 05:06:29 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=131</guid>
		<description><![CDATA[I’m working on a 2D/3D project exploring the features of both worlds, and I’ll make a RRSF (really, really short film) with gamey music and visuals!!
There are only two characters, one is 2D pixel art (of course), and the other one is in THREE (yes, three) dimensions!
The character design for the pixel character (code name [...]]]></description>
			<content:encoded><![CDATA[<p>I’m working on a 2D/3D project exploring the features of both worlds, and I’ll make a RRSF (really, really short film) with gamey music and visuals!!</p>
<p>There are only two characters, one is 2D pixel art (of course), and the other one is in THREE (yes, three) dimensions!</p>
<p>The character design for the pixel character (code name “Square”) is my traditional work, so nothing too deviated from the norm:</p>
<p style="text-align: center;"><span style="font-family: Calibri; font-size: small;"><img class="aligncenter" src="http://www.wind-water.net/images/blog/20100131_video1.jpg" alt="" width="480" height="240" /></span></p>
<p>However, for the second, less traditional character, I used a more traditional approach, sketching various poses and trying different designs (a step now unnecessary to me for pixel art).</p>
<p><img class="aligncenter" src="http://www.wind-water.net/images/blog/20100131_video2.jpg" alt="" width="640" height="511" /></p>
<p>Also, I had fun using color pencils and watercolor, media I seldom have a chance to use now =3</p>
<p><img class="aligncenter" src="http://www.wind-water.net/images/blog/20100131_video3.jpg" alt="" width="447" height="346" /></p>
<p>Then came the fun part… translating  the character to 3D… It was kinda hard to keep all the weird “anime”  angles visible on the model, which will be kinda low poly for that nostalgic  PS1 look we all love…</p>
<p><img class="aligncenter" src="http://www.wind-water.net/images/blog/20100131_video4.jpg" alt="" width="640" height="336" /></p>
<p>Lastly here’s a turn table on the  preliminary model for the 3D character, code name Polly. Polygon, Polly.  Get it? Yeah, I’ll shut it now:</p>
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]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>3D 16-bit Pixel House</title>
		<link>http://dev.yuanworks.com/2009/07/02/3d-16-bit-pixel-house/</link>
		<comments>http://dev.yuanworks.com/2009/07/02/3d-16-bit-pixel-house/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 19:39:13 +0000</pubDate>
		<dc:creator>Yuan-Hao</dc:creator>
				<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=124</guid>
		<description><![CDATA[
Basically its 3D constructed with classic 16-bit game rules! The same basics as the “rule of eight”, color reduction, repetition, and so forth apply in this project. The only new rule is that the new axis also has to obey the rules!

Above is the whole tileset used as textures, and game-like perspectiveless (orthogonal) views of [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.wind-water.net/images/blog/20090702_pixel_house_640x480.jpg" alt="" width="640" height="480" /></p>
<p>Basically its 3D constructed with classic 16-bit game rules! The same basics as the “rule of eight”, color reduction, repetition, and so forth apply in this project. The only new rule is that the new axis also has to obey the rules!</p>
<p><img src="http://www.wind-water.net/images/blog/20090702_blueprints640x480.jpg" alt="" width="640" height="480" /></p>
<p>Above is the whole tileset used as textures, and game-like perspectiveless (orthogonal) views of the scene, perfect to create game maps!</p>
<p>I’m gonna experiment on this some more, as the possibilities are enormous!</p>
<p>See you around!</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Terrains and Tilesets!</title>
		<link>http://dev.yuanworks.com/2009/03/09/terrains-and-tilesets/</link>
		<comments>http://dev.yuanworks.com/2009/03/09/terrains-and-tilesets/#comments</comments>
		<pubDate>Tue, 10 Mar 2009 02:04:59 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Little Ninja]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=106</guid>
		<description><![CDATA[Now that we understand how tiles work basically, I’ll start working on some tilesets. Just because a game is tile-based doesn’t mean it has to look blocky or repetitive. It is possible to achieve a natural and always fresh appearance by mastering some of the tiles’ features.

In the last post I started some of the [...]]]></description>
			<content:encoded><![CDATA[<p>Now that we understand how tiles work basically, I’ll start working on some tilesets. Just because a game is tile-based doesn’t mean it has to look blocky or repetitive. It is possible to achieve a natural and always fresh appearance by mastering some of the tiles’ features.</p>
<p><img class="aligncenter" title="Little Ninja Sprite grass terrain" src="http://www.wind-water.net/images/blog/littleninja/20090306_grass_terrain.jpg" alt="" width="192" height="138" /></p>
<p>In the last post I started some of the rocky terrain that will be found in the game. The following tileset is a rather traditional approach to drawing a rocky “square” landscape in a stage:</p>
<p><img class="aligncenter" title="Rock tiles" src="http://www.wind-water.net/images/blog/littleninja/20090306_tiles.jpg" alt="" width="190" height="150" /></p>
<p><img class="aligncenter" title="Repeated tiles" src="http://www.wind-water.net/images/blog/littleninja/20090306_repeated_tiles.jpg" alt="" width="190" height="150" /></p>
<p>If you look closely, you will notice that some of the tiles repeat themselves periodically. This helps the game save memory and at the same time creates a very comfortable “tile loop”. As you can see, those two lines of tiles are exactly the same.</p>
<p><img class="aligncenter" title="Rock terrain tileset" src="http://www.wind-water.net/images/blog/littleninja/20090306_rock_terrain.jpg" alt="" width="196" height="178" /></p>
<p>The trick is making them connect smoothly. To give even further variety, many tiles can be replaced with different looping tiles which serve as matching pieces. They can also be combined differently to avoid a constant look! For instance, we can edit some of the tiles to make a secret entrance more obvious to an observing player without compromising the look of the game.</p>
<p><img class="aligncenter" title="Tile edits" src="http://www.wind-water.net/images/blog/littleninja/20090306_tile_editing.jpg" alt="" width="400" height="150" /></p>
<p>By making nice-looking and flexible tilesets with many unique features, we can make terrain that obeys all the classic video game rules and limitations, but still manages to breathe life to the different locales of the game.</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
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		<title>Working with tiles!</title>
		<link>http://dev.yuanworks.com/2009/01/19/working-with-tiles/</link>
		<comments>http://dev.yuanworks.com/2009/01/19/working-with-tiles/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 19:10:56 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Little Ninja]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=72</guid>
		<description><![CDATA[Happy New Year, everyone! Today I’ll work with on a looping tileset.
The screen in a traditional 2D video game is generally divided into smaller pieces called tiles. These tiles are often 16&#215;16 pixels, although other sizes also exist. Here’s an example:

Familiar, isn’t it? Many Famicom/NES games looked like that. In this image the tiles are [...]]]></description>
			<content:encoded><![CDATA[<p>Happy New Year, everyone! Today I’ll work with on a looping tileset.</p>
<p>The screen in a traditional 2D video game is generally divided into smaller pieces called tiles. These tiles are often 16&#215;16 pixels, although other sizes also exist. Here’s an example:</p>
<p><img class="aligncenter" title="Simple Traditional 2D Tiles platform game" src="http://www.wind-water.net/images/blog/littleninja/20090106_tiles.jpg" alt="" width="192" height="128" /></p>
<p>Familiar, isn’t it? Many Famicom/NES games looked like that. In this image the tiles are pretty obvious, but there are several tricks to make them less apparent. One of them is creating fluid loops where it is hard to tell where the tiles join. Consider the following rock tileset I made for the game:</p>
<p><img class="aligncenter" title="Rock tileset spriteart" src="http://www.wind-water.net/images/blog/littleninja/20090106_tiles_separated.jpg" alt="" width="134" height="66" /></p>
<p><img class="aligncenter" title="Rock tileset sprite art" src="http://www.wind-water.net/images/blog/littleninja/20090106_tiles_joint.jpg" alt="" width="128" height="64" /></p>
<p>When I join them together it is very difficult to tell that they are tiles, and not a continuous drawing:</p>
<p style="text-align: center;"><img class="aligncenter" title="Mozaic tileset sprite art" src="http://www.wind-water.net/images/blog/littleninja/20090106_tilesets_joint.jpg" alt="" width="256" height="64" /></p>
<p>See? This makes the individual tiles much harder for the eye to spot. It also gives a natural feel to the game, instead of a blocky checkered look. You can even make a nice cycle with just one tile. Practice and a little experimentation is all you need.</p>
<p>Something that also helps camouflage the tile-look is giving a little depth to the tiles. For instance, I can draw the top of the rock to make it look like it isn’t absolutely flat:</p>
<p><img class="aligncenter" title="Tiles top rock" src="http://www.wind-water.net/images/blog/littleninja/20090106_tiles_separated_top.jpg" alt="" width="134" height="32" /></p>
<p><img class="aligncenter" title="Tiles top rock" src="http://www.wind-water.net/images/blog/littleninja/20090106_tiles_joint_top.jpg" alt="" width="128" height="96" /></p>
<p>Of course, these tiles are for cosmetic purposes only. Ryuuhi cannot walk on top of them. They only serve give the illusion of depth. This way we respect the engine but cheat a little bit visually.</p>
<p><img class="aligncenter" title="Ryuuhi Little Ninja Rock tiles sprite art" src="http://www.wind-water.net/images/blog/littleninja/20090106_tiles_composite.jpg" alt="" width="256" height="144" /></p>
<p>As a result, we get a flexible, natural looking tileset that matches the style of the game without compromising the elemental engine and saving memory. It is also a good idea to take on or two tiles and make some kind of landmark, or special feature that will not only make a certain part of the map unique, it will also help a player recognize where they are. But more on that later!</p>
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		<slash:comments>5</slash:comments>
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		<title>Making the stage art!</title>
		<link>http://dev.yuanworks.com/2008/12/22/making-the-stage-art/</link>
		<comments>http://dev.yuanworks.com/2008/12/22/making-the-stage-art/#comments</comments>
		<pubDate>Tue, 23 Dec 2008 02:47:40 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Little Ninja]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=55</guid>
		<description><![CDATA[In a normal traditional platform game, we’ll need some pretty tiles that cycle without giving too much hint that they are tiles. This game however, aims to capture the natural organic feel of the environment, so it will have many unique tilesets (that is, there will be many tiles which are only used once). Games [...]]]></description>
			<content:encoded><![CDATA[<p>In a normal traditional platform game, we’ll need some pretty tiles that cycle without giving too much hint that they are tiles. This game however, aims to capture the natural organic feel of the environment, so it will have many unique tilesets (that is, there will be many tiles which are only used once). Games that feature this kind of tilesets include the Metal Slug series, as well as the arenas for most modern fighters.</p>
<p><img class="aligncenter" title="Little Ninja scenery" src="http://www.wind-water.net/images/blog/20081222_example_screenshot.jpg" alt="" width="250" height="178" /></p>
<p>Unfortunately, this approach requires a lot of observation and time to draw. For instance, this tree branch was “constructed” very much like a real branch. It has detailed individual leaves and is irregular and full of accidents. This gives it a much more organic feel.</p>
<p style="text-align: center;"><img class="aligncenter" title="Little Ninja trees and branch pixel art" src="http://www.wind-water.net/images/blog/20081222_branch_construction.jpg" alt="" width="666" height="102" /></p>
<p>Notice how it almost looks like the branch actually grows in the construction. The same is applied to the rock patterns that I’ve been drawing for the game. In nature, they don’t shape up chaotically, but rather in very complex ways, and you’d need advanced mathematics to calculate them. This actually means you have a lot of freedom to draw freehand and imagine the geometry any way you want because nobody will know the difference, but remember to keep the light source consistent!</p>
<p><img class="aligncenter" title="Little Ninja rock pixel art" src="http://www.wind-water.net/images/blog/20081222_rock_construction.jpg" alt="" width="416" height="102" /><br />
In normal tile-based games these details are usually stylized into a generic shape, giving it a more anime look, for instance the trees in 2D Zelda games. Here’s a tree I worked on for a former project. The advantage is that it is easily recyclable and fits perfectly into any 16&#215;16 tileset, making it very comfortable to implement into map design.</p>
<p><img class="aligncenter" title="2D Zelda-like tile tree" src="http://www.wind-water.net/images/blog/20081222_stylized_tree.jpg" alt="" width="160" height="160" /><br />
This game will actually be a combination of both, but there will be many visual treats to make every single surrounding unique.<br />
Well, that’s it for today. Merry Christmas to you all!</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<title>Animating the Little Ninja!</title>
		<link>http://dev.yuanworks.com/2008/12/04/animating-the-little-ninja/</link>
		<comments>http://dev.yuanworks.com/2008/12/04/animating-the-little-ninja/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 21:03:16 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Little Ninja]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=43</guid>
		<description><![CDATA[I still haven&#8217;t decided on the final look of the character, but I&#8217;ve started sketching the way he will move. Here&#8217;s one of his preliminary animations: the run cycle! Most of Ryuuhi&#8217;s ninja moves aren&#8217;t too realistic, but this particular run cycle is very traditional animation-wise, except for the extra weight put in the hammering [...]]]></description>
			<content:encoded><![CDATA[<p>I still haven&#8217;t decided on the final look of the character, but I&#8217;ve started sketching the way he will move. Here&#8217;s one of his preliminary animations: the run cycle! Most of Ryuuhi&#8217;s ninja moves aren&#8217;t too realistic, but this particular run cycle is very traditional animation-wise, except for the extra weight put in the hammering of his feet.</p>
<p><img class="aligncenter" title="Sprite run frames animation" src="http://www.wind-water.net/images/blog/littleninja/20081204_run_strip_beta.jpg" alt="" width="576" height="32" /></p>
<p>Notice the two frames marked with an arrow. They are extra ugly frames that not only look bad, they don’t let the motion flow correctly/convincingly. Not that 0.05 seconds of screen-time are particularly visible, but we want to make this look as good as possible, don’t we?</p>
<p>Also, when you’re animating something, if you detect/suspect any errors early on, it’s important to correct them right away. Otherwise they will haunt you, turn more difficult to correct later on, or in worst scenario generate even more errors.</p>
<p>I also made a slash animation:</p>
<p><img class="aligncenter" title="Ninja Slash animation frames test" src="http://www.wind-water.net/images/blog/littleninja/20081204_slash_test.jpg" alt="" width="452" height="32" /></p>
<p>This kind of motion is not found in nature or traditional animation. And the way it is animated is exclusive to pixel art. With this kind of “special effects”, you have the freedom to experiment a little, but keep in mind the timing of the movement. Remember that is has to be functional in a game!</p>
<p>I have some more animations, but they’re too long to post here!</p>
<p>But as a bonus, I corrected one of the aforementioned frames while writing this post:</p>
<p><img class="aligncenter" title="Little Ninja corrected run frames" src="http://www.wind-water.net/images/blog/littleninja/20081204_corrected_frame.jpg" alt="" width="128" height="64" /></p>
<p>Looks much better, doesn’t it?</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Pretty settings and animation: let’s go!</title>
		<link>http://dev.yuanworks.com/2008/11/25/pretty-settings-and-animation-let%e2%80%99s-go/</link>
		<comments>http://dev.yuanworks.com/2008/11/25/pretty-settings-and-animation-let%e2%80%99s-go/#comments</comments>
		<pubDate>Tue, 25 Nov 2008 16:29:25 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Little Ninja]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=32</guid>
		<description><![CDATA[Okay, this time I have drawn some more natural looking terrain to make the game easy on the eyes. This is how Little Ninja will (hopefully) look like in action!

The game will sport a very japonesque look, featuring a lot of rocks, rivers, waterfalls, exotic trees, and cerulean skies. (Which pretty much renders our “keep [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, this time I have drawn some more natural looking terrain to make the game easy on the eyes. This is how <a href="http://dev.yuanworks.com/2008/11/12/starting-a-new-project-codename-little-ninja/">Little Ninja</a> will (hopefully) look like in action!</p>
<p style="text-align: center;"><img class="alignnone" title="Little Ninja sprite art in action!" src="http://www.wind-water.net/images/blog/littleninja/20081125_screenshot_tv.jpg" alt="" width="260" height="148" /></p>
<p style="text-align: left;">The game will sport a very japonesque look, featuring a lot of rocks, rivers, waterfalls, exotic trees, and cerulean skies. (Which pretty much renders our “keep it simple” useless…)</p>
<p>As for Ryuuhi, I still haven’t fully decided on the final look he will have, but he now has several animations, all running at full 30 fps. I swore I would never animate anything at that rate again after Wind and Water. But oh, well.</p>
<p style="text-align: center;"><img class="aligncenter" title="Ryuuhi Little Ninja sprite frames" src="http://www.wind-water.net/images/blog/littleninja/20081125_ryuuhi_frames.jpg" alt="" width="400" height="80" /></p>
<p style="text-align: center;">
<p>I also made this new tileset so that the engine Hao is making will look prettier, but he hasn’t even used my old new tileset!! Anyway, here it is.</p>
<p style="text-align: center;"><img class="aligncenter" title="Platform Tileset" src="http://www.wind-water.net/images/blog/littleninja/20081125_new_tileset.jpg" alt="" width="240" height="140" /></p>
<p style="text-align: center;">
<p style="text-align: left;">Well, that’s it for today. Tomorrow I’ll keep experimenting with the animation. This project is advancing much faster that I expected, and I had a lot of fun playing with Hao’s preliminary engine!!</p>
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		<slash:comments>9</slash:comments>
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		<title>Little Ninja new Sprites and Tiles!</title>
		<link>http://dev.yuanworks.com/2008/11/16/little-ninja-new-sprites-and-tiles/</link>
		<comments>http://dev.yuanworks.com/2008/11/16/little-ninja-new-sprites-and-tiles/#comments</comments>
		<pubDate>Sun, 16 Nov 2008 18:35:23 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Little Ninja]]></category>
		<category><![CDATA[Sprite]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/?p=21</guid>
		<description><![CDATA[Well, after the Dreamcast release of Wind and Water: Puzzle Battles we had a short two week vacation which was mostly spent playing games.
Back on the drawing board, we decided to make a &#8220;small&#8221; game project which we could handle leisurely. So we chose to expand one of our previous projects, namely &#8220;Little Ninja&#8221; or [...]]]></description>
			<content:encoded><![CDATA[<p>Well, after the Dreamcast release of Wind and Water: Puzzle Battles we had a short two week vacation which was mostly spent playing games.</p>
<p>Back on the drawing board, we decided to make a &#8220;small&#8221; game project which we could handle leisurely. So we chose to expand one of our previous projects, namely &#8220;Little Ninja&#8221; or &#8220;Shounin Ryuuhi&#8221;, a Ninja platformer.</p>
<p>First of all, I took the original main character and did an overhaul so that he would still be small (which is the idea), but versatile to animate. This is the result:</p>
<p style="text-align: center;"><img class="aligncenter" title="Little Ninja sprite art evolution" src="http://www.wind-water.net/images/blog/littleninja/20081115_ryuuhi.jpg" alt="" width="396" height="86" /></p>
<p>I haven&#8217;t decided on the final look yet, but this is probably what I will stick to.</p>
<p style="text-align: center;"><img class="aligncenter" title="Ryuuhi final sprite" src="http://www.wind-water.net/images/blog/littleninja/20081115_ryuuhi_finalish.jpg" alt="" width="84" height="68" /></p>
<p>Also, we decided to make a new &#8220;terrain interactive&#8221; engine, and we chose the following angles for tiles:</p>
<p style="text-align: center;"><img class="aligncenter" title="Better looking map terrain tiles" src="http://www.wind-water.net/images/blog/littleninja/20081115_better_looking_tiles.jpg" alt="" width="294" height="78" /></p>
<p>This is because a 45 degree angle is a perfect one-pixel diagonal line, and the other ones are perfect two-pixel diagonal lines. Any other irregular lines will need too much work to look elegant. This is a preliminary tileset to make the map editor a little easier on the eyes.Instead of just &#8220;pasting&#8221; the character on top of any terrain, we will make him really interact with it. So the little Ninja stands and acts differently depending on the inclination of the plane:</p>
<p style="text-align: center;"><img class="aligncenter" title="Little Ninja terrain interaction sprites" src="http://www.wind-water.net/images/blog/littleninja/20081115_terrain_interaction.jpg" alt="" width="222" height="140" /></p>
<p>Finally, I made this &#8220;Stick Ninja&#8221; to test the animation flow and interaction. His name is Chopsticks the Ninja™. Having so much terrain interaction means a LOT of animation on my part. So there goes our &#8220;simple&#8221; game project&#8230;</p>
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		<title>Yuan&#8217;s Workshop! (Whining included!)</title>
		<link>http://dev.yuanworks.com/2008/04/14/yuans-workshop-whining-included/</link>
		<comments>http://dev.yuanworks.com/2008/04/14/yuans-workshop-whining-included/#comments</comments>
		<pubDate>Mon, 14 Apr 2008 19:27:53 +0000</pubDate>
		<dc:creator>Yuan-Hsi</dc:creator>
				<category><![CDATA[Sprite]]></category>
		<category><![CDATA[W&W]]></category>

		<guid isPermaLink="false">http://dev.yuanworks.com/2008/04/14/yuan%e2%80%99s-workshop-whining-included/</guid>
		<description><![CDATA[In our last post, we talked a little about W&#38;W&#8217;s origins. Today, I’ll post a little bit on how the graphics were created for Wind and Water: Puzzle Battles!
As we all know, the resolution of the GP2X is 320*240 pixels, and though it may sound like a very limited resolution by today’s standards, it houses [...]]]></description>
			<content:encoded><![CDATA[<p>In our last post, we talked a little about <a href="http://dev.yuanworks.com/2008/03/19/wind-and-water-puzzle-battles-origins/" title="Origins of Wind and Water: Puzzle Battles">W&amp;W&#8217;s origins</a>. Today, I’ll post a little bit on how the graphics were created for Wind and Water: Puzzle Battles!</p>
<p>As we all know, the resolution of the GP2X is 320*240 pixels, and though it may sound like a very limited resolution by today’s standards, it houses no less than 76800 dots of pure workload. The reason is that sprite graphics have dots hand placed carefully to make everything look pretty and well animated.</p>
<p style="text-align: center"><img src="http://www.wind-water.net/images/blog/20080414/wnw_320x240.jpg" alt="320 x 240 is 76800 dots, a lot of space!" height="240" width="320" /></p>
<p>For the graphics, as always, everything goes by the &#8220;rule of eights&#8221; with me. I already knew that the “Elements” in the game would be 16&#215;16, so all I needed was to make them colorful and to include the appropriate Chinese character inside. Chinese characters are pretty complicated compared to letters in say, English, and sometimes squeezing the whole ideogram in a limited space can be quite a challenge!</p>
<p style="text-align: center"><img src="http://www.wind-water.net/images/blog/20080414/wnw_ruleofeights.jpg" alt="Wind and Water: Puzzle Battles uses rule of eights and blocks of 16 by 16 pixels" height="375" width="500" /></p>
<p>At first, they were going to be more &#8220;classic&#8221; in style. The characters were more calligraphic and the blocks much flatter. Later, I imagined them as cubes, so I had to play with the lighting to give them volume. I wanted the blocks to fade according to the element they represented, so I drew the bursting animations.</p>
<p style="text-align: center"><img src="http://www.wind-water.net/images/blog/20080414/wnw_elements.jpg" alt="Wind and Water: Puzzle Battles elements and block sprites" height="375" width="500" /></p>
<p style="text-align: center"><span id="more-11"></span></p>
<p>After drawing &#8220;sprite sketches&#8221; of the first characters (which are Hao and me!), and some needed props, I had the first (mockup) screen of the game! Now all you need is to imagine it finished and animated in top quality! (Okay, I admit it requires a lot of imagination.)</p>
<p align="center"> <img src="http://www.wind-water.net/images/blog/20080414/wnw_itson.jpg" alt="Wind and Water: Puzzle Battles early game screenshot" height="240" width="320" /></p>
<p align="center"> <img src="http://www.wind-water.net/images/blog/20080414/wnw_firstscreen.jpg" alt="Wind and Water: Puzzle Battles sprite art screenshot" height="375" width="500" /></p>
<p>But after drawing some more elements and improving the quality of others, things looked much more promising (in mockup mode, of course&#8230;)! The character size I decided upon was 48&#215;48. They looked much better after I worked more on them. Now, they only had to <em>move </em>to be ready!! (SIGH&#8230;What a pain&#8230;why do sprites have to move? Just drawing them is complicated enough!)</p>
<p style="text-align: center"><img src="http://www.wind-water.net/images/blog/20080414/wnw_firstcharacters.jpg" alt="Wind and Water: Puzzle Battles Yuan and Hao early sprites" height="375" width="500" /></p>
<p>I also started to work on the dreaded “press” graphics. If you notice, the beta &#8220;screenshots&#8221; of the game have a silver colored press, while the final one turned out raven. Here are some of the concepts I explored. The black “dents” in found in one of them are actually the ancient Chinese &#8220;Bagua&#8221; trigrams, also linked to the Ancient Elements.</p>
<p style="text-align: center"><img src="http://www.wind-water.net/images/blog/20080414/wnw_press.jpg" alt="Wind and Water: Puzzle Battles the Press" height="240" width="320" /></p>
<p>As a bonus, here are the dummy blocks Hao drew to make the test engine! It is funny that the cursor you see there was kept for the GP2X Software Contest, the Teaser Demo, the Final Demo, and was replaced by a new one merely days before the official worldwide release of Wind and Water! We considered keeping it as a memento, but it was very different from the overall quality of the final game, so we had to retire it as a veteran warrior!</p>
<p style="text-align: center"><img src="http://www.wind-water.net/images/blog/20080414/wnw_betaandcursor.jpg" alt="Wind and Water: Puzzle Battles early Beta by Hao and old cursor" height="240" width="320" /></p>
<p>In future workshops I’ll detail more on sprite rendering and animation. Stay tuned!</p>
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