Author Archives: Max Snäll
Sprites, work and heartbreak
By this point, if you’ve been following these blog posts, it should be quite obvious by now that I am pretty much the dedicated sprite artist of our group. I would love to write about something else, but I am left with little choice, as I really haven’t done much else, not counting character designs and such from early development.
This week, I hope to at least cover a different topic than character and enemy sprites. Yes, this week I have, […]
Sprites, work and heartbreak
By this point, if you’ve been following these blog posts, it should be quite obvious by now that I am pretty much the dedicated sprite artist of our group. I would love to write about something else, but I am left with little choice, as I really haven’t done much else, not counting character designs and such from early development.
This week, I hope to at least cover a different topic than character and enemy sprites. Yes, this week I have, […]
The faces (or sprites) of death
It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]
The faces (or sprites) of death
It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]
Sprites, sprites and more sprites
This week I have made a major change of plans. I was planning for about 24 frames per playable character, as well as about 3-5 frames per enemy, but when play testing it became clear that the some of the animations I had planned would not be needed, as such, I am dropping all plans of any forward- and backwards-leaning sprites. Since the background is already moving, moving the player character backward makes it appear as if she is only […]
Sprites, sprites and more sprites
This week I have made a major change of plans. I was planning for about 24 frames per playable character, as well as about 3-5 frames per enemy, but when play testing it became clear that the some of the animations I had planned would not be needed, as such, I am dropping all plans of any forward- and backwards-leaning sprites. Since the background is already moving, moving the player character backward makes it appear as if she is only […]
Animating sprites
This week I’ve been churning away at animating the sprites of one of our protagonist. While I got off to a rough start, due to my inexperience in sprite animation, I caught on pretty quickly.
It is quite frustrating, though, since Photoshop handles animation in a very unorthodox way. Let’s compare it to a more conventional animation tool; Adobe Flash.
In Flash you have a timeline that also acts as your list of layers. You add frames to a layer, draw a […]
Animating sprites
This week I’ve been churning away at animating the sprites of one of our protagonist. While I got off to a rough start, due to my inexperience in sprite animation, I caught on pretty quickly.
It is quite frustrating, though, since Photoshop handles animation in a very unorthodox way. Let’s compare it to a more conventional animation tool; Adobe Flash.
In Flash you have a timeline that also acts as your list of layers. You add frames to a layer, draw a […]