The thing I wanted to show first is the way I did the character design and animation. As I already mentioned the first version of the game was made during Global Game Jam in Czestochowa, Poland. The jam site was in a small university hall and one advance was a whiteboard on which everyone could brainstorm with other teammates. As I was the only one in my "team" there wasn't much brainstorming
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Instead, I let myself test the idea to transfer graphics from the whiteboard into the GIMP and then to C64 sprites. As you can see in below picture of me there's a whiteboard in the background with one frame of animation inside the square border:
It's a meeee The idea was to use my Android phone camera plus the Office Lens app to grab only the frame inside the square border. If you don't know Office Lens it's a software that uses auto framing, rotation, scaling and perspective correction to let you photoscan documents, whiteboards and photos of presentations into one pdf or simply save as separate JPGs. Regardless of all my graphic talent shortages, I used a combination of marker+table cloth to draw every frame of animation replacing only the changing parts. Next, I transferred the images from my phone into the computer to open them in GIMP for further processing.
Look at him go First I scaled every picture taken using Office Lens to the same resolution because, due to different positions and angles I took adjacent frames, perspective corrected results had more or less pixel count. Then every frame had to be additionally processed to be converted into C64 sprite. C64 limits the (single color) sprite size to 24x21 pixels. C64 also limits the total count of sprites that can be used at once to 8 (without some raster shenanigans). I was willing to sacrifice 4 of them for my character so they will be displayed in the 2x2 grid. That doubled possible sprite resolution to 48x42 pixels.
The entire process was the same for every frame:
0. Pump up the contrast/brightness
1. Remove all garbage - for example, the outside frame
2. Widen the lines - Select all non-white pixels, widen selection by couple pixels and fill with black
3. Scale down to 42 pixels in height
4. Paint over the final sprite on another layer
From whiteboard to C64 sprite As you can see some sacrifices were made in the terms of details but that's reasonable taking into account C64 sprites limitations.
After working on all frames - sometimes reusing already done parts - I've finished with all needed frames that I just had to import into Turbo Rascal IDE and export as .bin files to include them into my game.
Here's an example of a walk cycle done with just 4 frames (and one is used twice) compared to the source:
From whiteboard to C64 sprite What do you guys think about this method and the results?
Don't forget you can already check out the gamejam version of the game - link is on the top of this page just under the title.