DiscoShark
Banned
Lol, double post. Anyone down for a set today? Im open for the duration.
Lol, double post. Anyone down for a set today? Im open for the duration.
never again lol
I got a developer question for you Ravidrath. Im doing some hand animated sprite work now for some small games in Construct 2 and I really dig how clean the characters look in Skullgirls.
What size are the images for the characters in photoshop as they sprite them out?
Its been well over a year since I had that art test you sent me and I can't remember how big they were. Im just trying to make certain my work doesn't get pixelated all to crap on a PC at different aspect ratios since Im not using vector art and Im hand animating the classic way.
It's probably worth mentioning that thanks to the split format/layer munge process/palette limitations/other wizardry used in SG, it has an insanely lower memory footprint compared to just trying to put vanilla high-res assets into a given game. Even most pre-optimized image import formats don't seriously come all that close, as far as I've seen.
Hey what's up with Europe getting the DLC colors and everyone else left in the dark?
Any chance in the future we can get a blog post with the technical details on how you guys accomplished this wizardry?Fuck yeah!
Back in first!
Yeah, Mike's sprite shit is pretty ingenious.
BlazBlue has like half the frames we do at a lower res, and they can just barely get two characters in memory.
Actual size sprites, composited:
There isn't a set sprite size - it's just about making them the size they need to be the correct resolution.
Like, I think Valentine's blade slash attack is probably at least 2000 pixels wide.
It's probably worth mentioning that thanks to the split format/layer munge process/palette limitations/other wizardry used in SG, it has an insanely lower memory footprint compared to just trying to put vanilla high-res assets into a given game. Even most pre-optimized image import formats don't seriously come all that close, as far as I've seen.
I think they already have some art blog posts and the art process video that touch on how this is done, but barring that I'll explain what I understand about why the size is so much smaller from a technical standpoint.
You know an image is made up of pixels, and said pixels can can take on thousands of color values and or/alpha channel modifications.
If you build such an image in data, it has to be designed so that any one pixel could hypothetically display any of these values. This is a 'bitmap'; a 'map' of 'bits' that represent color values.
A lot of image formats try and reduce this space footprint through various techniques that go up in complexity.
- Reducing palette size. If you're only using a set amount of colors and you won't deviate from that, then the image doesn't have to account for thousands of other values. (biggest factor)
- Compression; attempting to identify areas in an image that don't convey important/discernable information to the human eye and 'smudging' an image so that those extra portions are exactly the same as some other similar portion.
- Formatting; changing the way image data is interpreted by a system so that common/redundant values take up less space.
Mike's solution 'splits' an completed image into multiple images with extremely limited palettes(well, I say 'split' but really the art is just largely given to him in those divided parts at the beginning), removes most of the cost of empty/transparent space by just marking when it should be displayed and not actually reading it in, and then combines the limited-palette images together at runtime, likely via shaders.
In addition, the image is encoded in a block format(if a pixel is one unit, think of a block as literally a square of n^2 pixels covering a similar area, all with one value), likely with some small overhead to retain any important pixel distinctions that might need to be represented at decode time. This allows for really efficient storage when the displayed image is half the original resolution, but also allows as much quality as possible to be retained for other sizes as long as the ratio is the same.
Finally, there's some image quality filters and whatnot (probably identifies/focuses around the lineart portion) to smooth the final product out so it it retains sharpness close to pixel-perfect even when being resized, unlike the consistent blurriness that would come with something like a bilinear filter.
I'm sure there's even more secret sauce that goes into this, but that's my understanding from what I've observed/heard.
Actual size sprites, composited:
There isn't a set sprite size - it's just about making them the size they need to be the correct resolution.
Like, I think Valentine's blade slash attack is probably at least 2000 pixels wide.
This is the kind of thing PC gamers would LOVE to hear about when you guys start talking more about the PC version. The tech behind a lot of Skullgirls seems to be one of a kind and PC gamers love learning how they can fiddle with the system for prettier visuals, more data, etc. Which leads me to...I think they already have some art blog posts and the art process video that touch on how this is done, but barring that I'll explain what I understand about why the size is so much smaller from a technical standpoint.
You know an image is made up of pixels, and said pixels can can take on thousands of color values and or/alpha channel modifications.
If you build such an image in data, it has to be designed so that any one pixel could hypothetically display any of these values. This is a 'bitmap'; a 'map' of 'bits' that represent color values.
A lot of image formats try and reduce this space footprint through various techniques that go up in complexity.
- Reducing palette size. If you're only using a set amount of colors and you won't deviate from that, then the image doesn't have to account for thousands of other values. (biggest factor)
- Compression; attempting to identify areas in an image that don't convey important/discernable information to the human eye and 'smudging' an image so that those extra portions are exactly the same as some other similar portion.
- Formatting; changing the way image data is interpreted by a system so that common/redundant values take up less space.
Mike's solution 'splits' an completed image into multiple images with extremely limited palettes(well, I say 'split' but really the art is just largely given to him in those divided parts at the beginning), removes most of the cost of empty/transparent space by just marking when it should be displayed and not actually reading it in, and then combines the limited-palette images together at runtime, likely via shaders.
In addition, the image is encoded in a block format(if a pixel is one unit, think of a block as literally a square of n^2 pixels covering a similar area, all with one value), likely with some small overhead to retain any important pixel distinctions that might need to be represented at decode time. This allows for really efficient storage when the displayed image is half the original resolution, but also allows as much quality as possible to be retained for other sizes as long as the ratio is the same.
Finally, there's some image quality filters and whatnot (probably identifies/focuses around the lineart portion) to smooth the final product out so it it retains sharpness close to pixel-perfect even when being resized, unlike the consistent blurriness that would come with something like a bilinear filter.
I'm sure there's even more secret sauce that goes into this, but that's my understanding from what I've observed/heard.
This very post right here. Hopefully a while from now because I'm sure everyone is busy as hell right now.Any chance in the future we can get a blog post with the technical details on how you guys accomplished this wizardry?
Why is that? It doesn't seem like they way they make their characters has evolved that much since the early GG days. I find it so strange that a small American upstart can be so ahead of the pack in this regard.Yeah, Mike's sprite shit is pretty ingenious.
BlazBlue has like half the frames we do at a lower res, and they can just barely get two characters in memory.
Hopefully I mangled just enough of that tech breakdown that Mike starts posting on NeoGAF just to correct me.
Also, Arcsys' solution is the result of... I guess just having a set of palette-limited images at that resolution. Limiting image size via reduced palette is the oldest trick in the book(maybe even literally the oldest), so it isn't like what they're doing is *bad*... it's just that like with many software solutions, someone can always come up with a superior method. And Mike's method, as far as I can tell, is cutting edge--despite the fact that the fundamental parts to make it work have existed for years. People are sleeping on this stuff.
How should I put it... you know Durante's supersampling thread? SG sprites are essentially getting a lot of the benefits of supersampling with almost none of the cost/overhead that should be coming with it (relatively). I'm not sure whether to call Arcsys complacent or just call Mike a wizard.
This makes me very excited for my purported MikeZ Skype chat. I'm taking a 3-year Game Dev course, and while it's nothing like majoring in CompSci, getting gdlk at programming is now my current endeavor. I hope he doesn't mind if I farm him for protips.
Also, Ravid, hear any more elations from Cyberfront? Sitting comfy on the #1 spot on PSN must feel pretty good right now.
Also, Ravid, hear any more elations from Cyberfront? Sitting comfy on the #1 spot on PSN must feel pretty good right now.
They seem to have big plans for us...
Just keep ya head up. This business is cutthroat, man.Jesus is every Skullgirl fan a tech guy? Thats so cool...just keep me in mind if you need art here and there then. Its hard as hell for me right now as everyone keeps turning me down due to lack of shipped title experience. Oh the catch 22's of this business.
Clue me in and I can start up a rumor thread full of ebonics. It'll be a smash hit!They seem to have big plans for us...
Fucking Painwheel. I can't hang against that with Peacock. Nope. Nope. Nope.
I did read this post, by the way. Doing anything on here is another story, but I did read it. >.>
As an opera star, when Squigly sings all eyes focus on her, forcibly shifting the game’s camera towards her. This naturally moves the edge of playfield with it, dragging her opponent towards her.
They seem to have big plans for us...
They seem to have big plans for us...
They seem to have big plans for us...
Why is that? It doesn't seem like they way they make their characters has evolved that much since the early GG days. I find it so strange that a small American upstart can be so ahead of the pack in this regard.
I want to learn Valentine and Parasoul. Tips?
Solo is probably the most rare team count but I'd say the majority of better players are shifting over to 3 man setups as they get better. 2 obviously makes for a good middle ground. I'd say go with the team count that you can make the most use of, theres no point going a 3 man squad if all of the members cant pull their own weight.What's the common team count? After playing MvC3, being able to choose your team size seems like it would open up a lot of viable options that comes off as overwhelming.
Thanks again for all the help. Your a helluva game studio and lord knows you deserve some backers after the turn out you got in Japan for this game and after how your crowd sourcing exploded.shaowebb WIP said:
What's the common team count? After playing MvC3, being able to choose your team size seems like it would open up a lot of viable options that comes off as overwhelming.
2-3 is basically the best. Period. 3 is probably better if you're good at 3 characters, or at least 2 characters and that assist.
1 character is essentially a gimmick. That I play.
Rocking one character mostly as well. I've been trying to learn Painwheel and Valentine, but I don't feel comfortable bringing them into a real match yet.
Anyone want to play on PSN?
GGs man.
You jump back too much with Peacock lol. Ping was pretty high today for some reason. >__<
Play mee Beats! <3
Well, that didn't go very well haha.
Man, you really know how to play a lot of characters. Painwheel is too much for me lol. That stuff is so hard to block. And I tried to tech those air grabs so many times, but I only managed to do it once. `-`
Good games.
Your explanation makes a lot of sense and definitely sounds high end as hell. This sort of ingenuity sounds like the proper thing we should have seen out of the 2D field a long time ago instead of waiting for console memory to catch up to the demands of the style like Japan has. I doubt tech like this would have convinced Capcom to consider 2D again, but LZG should certainly make the best of next gen consoles compared to the other sprite based fighting game companies.As the saying goes, "If you always do what you've always done, you'll always get what you always got". What usually happens is a developer will continue to use the same techniques they used at lower res because they are proven techniques but they will become increasingly wasteful of memory because 2d memory consumption increases are squared. A new developer, on the other hand, can try new things, even things that may be trivial.
Take the supersampling thing: in modern 2D it's almost trivial, you just use a texture with an alpha component, ie just painting you image in photoshop and exporting it without a background, and because the transparency at edges is smooth it'll work well at a number of resolutions. This , however, won't bring the same benefits to people who use the pixel art look simply because that look is inherently tied to resolution.
Or in some cases it could be as simple as cutting sprites in smaller bits to have less transparent spaces, since a given single sprite will always be inscribed in a rectangle and the empty space is still wasting memory. Take that sprite, all the space on the lower left and right is wasted, so just cutting it horizontally in the middle would allow you to resize the lower part and use 20% less space.
It looks like someone knows the proper running form. Also, yeah Big Band is totally making it onto the roster barring some crazy calamity.Just wanted to share my animation stuff with Ravidrath again.
Looking around through those sprites and images posted before it seems Skullgirls sprites tend to stay within a range of 900-ish to 2000-ish pixels wide or tall depending on the attack or pose. The DPI is right at 72 dpi as well. I considered running a 150 dpi on my sprite, but I've seen weird stuff happen with resizes before between dpi sizes so why screw around here? 72 dpi is standard web dpi so why screw with it? Thats a screen resolution so why should I care about print dpi stuff? I shouldn't. 72 dpi it is.
For my run cycle I'm running with wider poses since he will be down in a runner's "dig" pose more than a sprinters gazelle or drive phase. In animation its about cool over looking real sometimes and I'm going to add a speed skater style pivot to his torso to imply so much speed in his run that he seems to have to stay low and streamlined and swing his arms to balance the force driven by each stride. I'll post as it comes along. I've been sick, but I'll get to work on this some today and tomorrow now that my color tests are done. I'll let you guys run me over on it as I progress with it since I admire your own team's animation so much. Here's an in progress pic.
Thanks again for all the help. Your a helluva game studio and lord knows you deserve some backers after the turn out you got in Japan for this game and after how your crowd sourcing exploded.
Also congrats. It would appear that Big Band is a lock.
Damn, dropped to 4th?
The three games above us are full-priced games, right? So I expect them to drop quickly.
We just finished up an interview for Famitsu.com, so hopefully that helps get the word out a bit more, too.
SG needs a Hatsune Miku pallete.