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TIGSource ForumsDeveloperArt (Moderator: JWK5)programmer's pixel art
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Author Topic: programmer's pixel art  (Read 8014 times)
munchy
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« on: February 26, 2012, 09:56:34 PM »

here are some random generated pixel people.





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PompiPompi
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« Reply #1 on: February 26, 2012, 10:11:04 PM »

Does it also generate walking animation and portrait?
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munchy
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« Reply #2 on: February 26, 2012, 11:23:58 PM »

Does it also generate walking animation and portrait?

no animations and portraits
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eigenbom
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« Reply #3 on: February 26, 2012, 11:42:00 PM »

very nice munchie!
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Hempuliā€½
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« Reply #4 on: February 29, 2012, 10:03:54 AM »

They're all cool and all, but unless you expand the topic a bit this would've belonged to the 'show us your pixel art' -thread. It's not really smart to do a new thread just for a single piece of pixely goodness (even though I admit that the PGC part is sweet).
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munchy
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« Reply #5 on: February 29, 2012, 07:55:34 PM »

i'll probably post the source code to this app


to expand the topic..
you guys have any ideas how to go about with the animations?
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PompiPompi
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« Reply #6 on: March 01, 2012, 11:41:08 AM »

If you have enough information on body parts and limbs you can. For instance, you know the hand is so and so length and has a joint at this and that...
After you know all the body parts you can do some key frame animation.
I think you have basically two groups, male and female. Each group has the exact same limbs measurments? So it shouldn't be too hard in this case.

Edit: I think you need to do a kind of skinning to the sprites. I fyou have a coat or something, you will have to do some sort of fabric.
You can probably do something simpler than a full 3D simulation, if you put limitations. But basically I would think of it as skinned meshes(In 2D).
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munchy
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« Reply #7 on: March 03, 2012, 04:21:23 AM »

i do have some sort of skinning. but would probably need some sort of skeleton animation. i don't know if that would work for pixel graphics

skinning is something like this.
legs combined with shoes

// naked legs
!xlegX
!ylegY
...SsSSsS...
...SSssSS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
...SS..SS...
.SSSS..SSSS.
.SSSS..SSSS.
;


// shoes
!xlegX
!ylegY
.
.
.
.
.
.
.
.
.
.
.
.
.
...77..77...
.7877..7787.
.7777..7777.
;






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PompiPompi
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« Reply #8 on: March 04, 2012, 10:44:43 AM »

It could work well, depending how much effort you are willing to put.
Each pixel should have a set of weights, where each weight is related to a bone. 2 weights per pixel might be enough for most pixels.
Actually, I think you should just skin the outline of the body parts, and then fill those outline body parts with the color. Otherwise you might have "fractures".
Well, this is all guessing, because I never really did 2D skinning, but I think it's very possible. Just, it will take time...
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initials
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« Reply #9 on: March 04, 2012, 03:01:36 PM »

This is awesome. I love procedurally generated sprites because they can save a lot of time, and also making them look as though a human had put time and effort into creating them is a hard thing to code.

Congratulations, I'd love to see the source or even a binary.
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munchy
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« Reply #10 on: March 04, 2012, 04:39:39 PM »

i opened up the svn repository for this app. it actually contains just a single cpp code.
uses Qt, so it should compile anywhere.

http://svn.munchyapps.com/peeps

the idea is pretty simple.

you have:
 > palettes
 > templates (xpm-like formatted images, with X,Y info & palette info)
 > list of templates

you combine these three (manually or procedurally)
then you have images

with some modification, the code should work with generating not just peeps, but cars, planes, ships, buildings, the universe Smiley

please send more suggestions (especially on animating)

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baconman
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« Reply #11 on: March 05, 2012, 06:34:37 AM »

Standing and facing 4-directions, walking/running in them, maybe rolling or riding something is a good start. That's fairly flexible and gives people something to dev with. A still running frame can usually double as a jump, if all else fails.
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kamac
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« Reply #12 on: March 05, 2012, 09:15:26 AM »

 Apoplectic EPIC. You could have generated people in a town! With random clothes! Yay!
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PompiPompi
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« Reply #13 on: March 07, 2012, 01:50:12 AM »



Speedos with sandals and long socks? I guess the algorithm doesn't include fashion sense... XD
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munchy
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« Reply #14 on: March 07, 2012, 02:18:27 AM »

Speedos with sandals and long socks? I guess the algorithm doesn't include fashion sense... XD

hahaha.

masked heroes below (i messed up the palette)


i never got to making the full hero costumes.
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Hypnohustla
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« Reply #15 on: March 08, 2012, 01:37:06 PM »

This is so sweet! Nuff said.
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dek
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« Reply #16 on: March 08, 2012, 02:46:37 PM »

Good stuff!
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munchy
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« Reply #17 on: March 14, 2012, 07:31:58 AM »

i've started making the 2d skeletal animation tool.








looks promising.

i'll try a simple walk sequence next
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rivon
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« Reply #18 on: March 14, 2012, 09:29:28 AM »

You should repair the elbow first though Smiley
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gecko
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« Reply #19 on: March 14, 2012, 04:52:26 PM »

it could be a great tool!
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