Pixel Graphics
Pixel Graphics
I have a question for all you artists out there, Ive been trying to
draw a skeleton thats 16 x 16. I just cant get it to look right cause' there
are too many bones and features to draw and I cant stuff it into 16 x 16
pixels. Does anybody know a way around this problem?
draw a skeleton thats 16 x 16. I just cant get it to look right cause' there
are too many bones and features to draw and I cant stuff it into 16 x 16
pixels. Does anybody know a way around this problem?
C:\DOS
C:\DOS\RUN
RUN\DOS\RUN
C:\DOS\RUN
RUN\DOS\RUN
- The Awakened
- Veteran
- Posts: 144
- Joined: Sun Aug 07, 2005 1:51 am
If he wanted to use FB, why would he be at Petes' QBASIC site...Nathan1993 wrote:Yup! It involves 1 or 2 steps>
1>(Skip this if you are using FB) Port your program to FB, or use FB (or a hi-res library)
2> Use 1024*768 and use 64 by 64 sprites, it fits perfectly.
As far as making a skeleton, I don't think I ever tried to fit anything into a square that small, I used 20x15 for my ships in a game I made once. Basically, pixel out the most important stuff (the skull, feet, hands, arms, legs, etc) And if there is room for anything else, put it in.
For something that small, the detail would have to be in the animation. The other way to get more detail is to use more colors (since you can use 24-bit in FB, I'd start with a 64x64x8bit sprite, then scale it down with a program that does smooth scaling(like IrfanView) which gets more "detail" by adding color depth).
If you need music composed in MP3, WAV, or MIDI format, please contact me via email.
Xerol's Music - Updated Regularly!
Xerol's Music - Updated Regularly!
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- Veteran
- Posts: 1055
- Joined: Sun Jan 02, 2005 2:11 pm
- Location: At my computer
- Contact:
Like this: ?
For the record, wrote in FB, and it will work in QB....
Code: Select all
DATA 00,00,00,00,15,15,15,15,15,00,00,00,00,00,00,00
DATA 00,00,00,15,15,00,15,00,15,15,00,00,00,00,00,00
DATA 00,00,00,15,15,15,15,15,15,15,00,00,00,00,00,00
DATA 00,00,00,00,15,00,00,00,15,00,00,00,00,00,00,00
DATA 00,00,00,00,00,15,15,15,00,00,00,00,00,00,00,00
DATA 00,00,00,15,00,00,15,00,00,15,00,00,00,00,00,00
DATA 00,00,15,00,15,00,15,00,15,00,15,00,00,00,00,00
DATA 00,00,15,00,00,15,15,15,00,00,15,00,00,00,00,00
DATA 00,15,00,00,15,00,15,00,15,00,00,15,00,00,00,00
DATA 00,15,00,00,00,15,15,15,00,00,00,15,00,00,00,00
DATA 00,00,00,00,00,00,15,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,15,15,15,00,00,00,00,00,00,00,00
DATA 00,00,00,00,15,00,00,00,15,00,00,00,00,00,00,00
DATA 00,00,00,00,15,00,00,00,15,00,00,00,00,00,00,00
DATA 00,00,00,15,00,00,00,00,00,15,00,00,00,00,00,00
DATA 00,00,15,15,00,00,00,00,00,15,15,00,00,00,00,00
SCREEN 13
FOR y = 1 TO 16
FOR x = 1 TO 16
READ z
PSET (x, y), z
NEXT
NEXT
DIM Skel(16 * 16): GET(0,0)-(16, 16), Skel
CLS
PUT (160, 100), skel, PSET
SLEEP
-Kevin (aka:Rattra)
(x.t.r.GRAPHICS)
(x.t.r.GRAPHICS)