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slow spriting.

 
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Gdn_kirby
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Joined: 25 Mar 2008
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PostPosted: Tue Aug 19, 2008 6:59 pm    Post subject: slow spriting. Reply with quote

i think im really slow at spriting i know it takes practice to get faster but i see it takes me quite awhile to even make small magaman/zelda sprites.

i usually do all black then another color until its finished my freind told me i should try doing it row by row....is there a faster way to sprite.
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Kyra Maverick
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Joined: 19 Jul 2008
Posts: 149
Location: California, United States of America

PostPosted: Tue Aug 19, 2008 9:23 pm    Post subject: Reply with quote

I do the outline first then whatever color is dominate. After that I just jump around. If I actually work and dont waste time I can do a single board sprite in 25-30 minutes.

I'm not sure if thats fast or not.
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Parce
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Joined: 19 Jul 2008
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Location: Norway

PostPosted: Tue Aug 19, 2008 9:39 pm    Post subject: Reply with quote

I usually do the outline first aswell, it makes it a lot easier to fill in afterwards.

On the patapon picture we made the bottom first, with black and white, then went to the red circle outline, and then filled in yellow or red wherever it was most logical.
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Vhazza



Joined: 16 Jun 2008
Posts: 18

PostPosted: Wed Aug 20, 2008 7:01 pm    Post subject: Reply with quote

It probably depends on how comfortable you feel with each method. For the large project that I just recently completed, I did a combination on row by row and doing the outline as mine was just solid colours really, but personally, I find it easier to go row by row cause then I can mark it off in photoshop and know where I've to start from should I leave it

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Vhari x
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Crausse
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Joined: 14 Jul 2008
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PostPosted: Wed Aug 20, 2008 7:13 pm    Post subject: Reply with quote

I definitely do the outline first. I've tried to do it row by row and i always mess up Smile and that is a big thing to try to fix if half way through you are even just 1 pixel off.
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DoctorOctoroc
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Joined: 01 Jan 2008
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PostPosted: Wed Aug 20, 2008 7:36 pm    Post subject: Reply with quote

Yeah, color by color is the best, starting with the outline. Think of it like an assembly line. If you do one color at a time, you're only grabbing one handful at a time from your bucket or bin or whatever you keep the beads in, then from that handful, you can grab a few beads at a time to drop on the pegboard. If you're grabbing from different colors, it'll slow down the process by as many timeas as you're dumping beads back into containers and grabbing new ones. Plus, as Crausse pointed out, if you mess up, you'll have a bunch of colors to correct...starting with the outline in one color, or one color in general, it will be easier to spot and fix any mistakes.

I think the extra time you're seeing is between the reference pic and the pegboard, not your beading. It's true that with practice you get faster, but I attribute a lot of my improvement in speed to getting better at counting pixels in the ref pic before I bead. If you learn to recognize shapes on the reference picture with a glance, then you can lay down that shape with the beads before looking back at your ref. Start with simple shapes, like Tetris pieces, which contain 4 pixels, which equals 4 beads. If you can lay down 4 beads at a time instead of one, you'll be a lot faster. I'm at the point now where I can lay down 10 beads at a time, maybe more depending on the shape. I can spot rows of 6-10 pixels as well just by a glance, because I've been doing so many bead sprites.

It also helps to use the 2-3-1-4-2 method. That right there is just a random string of numbers, but the method is this: For diagonal lines, which if a 45 degree angle will be 1-1-1-1 (as in, one bead, up and to the right, one more, up and to the right, and so on, if you follow). So for lines like that, that aren't straight vertical or horizontal, you can check the ref and see a few segments, knowing which direction you're going with the line (in this example its up one peg, right one peg). So lets say you have a line going up and to the right, you see segments that are 2 pixels long, then 3, then1, then 4, then 2, and so on. Commit as many of these segment lengths to memory as you can, then grab from your handful of beads and lay them out according to that order. All you have to remember is the numbers as long as the line continues in the same direction. If you can remember a seven-digit phone number, you should be able to remember up to seven segment lengths by number.

For lines like this with the same number of pixels in each segment, you can count the number of segments that need to be laid out. So if there's 2 pixels/beads for each segment, and you count 5 of these 2 pixel long segments, you don't need to look back at the ref until you've laid out the five 2 pixel long segments.

Combine all previous methods, and your'e a speed demon! It takes practice, sure, but the time you take to develop these tricks will be more than made up for once you get the hang of it.
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