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About This Club

This is a draft SuperMechs Sprite Club for artists to discuss and learn how to make artwork that matches the SM theme
  1. What's new in this club
  2. I can design something if you need it. How it looks is based on personal opinion, so I can neither state whether my work is good or bad,
  3. I'm not the best but I can at least try and maybe somebody else could improve on my design
  4. So, I'm working on a late mid- to end-game concept but I suck at sprite design and also don't have a program for it. If someone could help me, I'd appreciate it a lot. More details later.
  5. would be a very cool energy drone
  6. ShortyMech

    Reaper

    yes, and because of that it looks great
  7. Swag

    Oblivion

    (Raul is a chad : ) )
  8. Klayton_Bouck

    Reaper

    Looks like ejection blast minus one barrel
  9. Hello and welcome to this Sprite making guide in Adobe Animate (/Flash) . Here you should be able to find all the information required to make your very own sprite. If you need any further help please feel free to leave a reply at the bottom of the thread. The Setup (Elcent) Firstly you will need to acquire a copy of Adobe Animate (older versions are called Adobe Flash) If you are unsure how to get it give it a quick google. If you wish to have a look at other peoples work and perhaps make remixes of them please feel free to down load the files from the Sandbox Thread. LINK HERE However these aren’t needed to make your own from scratch. Once you have opened Adobe Flash you will want to create a new AIR for Desktop file with the rough size of 550x400 pixels. This size doesn’t matter too much but allows you space to create your drawing nicely. image.png831×512 17.7 KB Line Defaults (KilliN) HEX Color: #000000 Alpha: 30% Height: 0.10 Colouring examples (Zarkares) Part1.png766×416 9.41 KB Part1.png766×416 17.4 KB Part1.png766×416 18 KB Gradients (Killin) Gradients.png526×512 76.4 KB Perspectives (Zarkares) Part1.png766×416 11.2 KB Part1.png766×416 5.57 KB Part1.png766×416 15.7 KB Part1.png766×416 12.6 KB Part1.png766×416 26.5 KB Part1.png766×416 14.7 KB Part1.png766×416 12 KB Part1.png1487×807 49.6 KB Part1.png1487×807 23.1 KB Part1.png1487×807 17.9 KB Library Feature (Xzyckon) What The library is where all of the symbols, movie clips and other assets are stored within the fla file. How To use the library you need to convert something into a symbol. This is very straight forward; highlight the sprite you want to convert in it’s entirety, right click and select “Convert to Symbol…”, you can alternatively press the F8 key to achieve this. After that a window should pop up like this… You want to make sure it is set to ‘Graphic’, this will allow you to edit the sprite after it has been converted. Once that’s out of the way enter a desired name for your asset and hit ‘OK’. You will notice that your asset is now selected with a cyan hitbox that you can only manipulate as if you were using the Free Transform Tool. This is because the line work and fills are now stored within the new symbol you have created. You can drag and drop symbols into the scene as you wish, to edit the line work and such of the sprite itself simply right click on the symbol in the library and then click ‘Edit’. Why Generally speaking, the reason why you want to use the library is to organise your assets. If you just use the scene canvas to make and store your sprites you will soon find out that it becomes a memory hog, slowing the program down until it becomes unusable or maybe even unstable. A big thank you to Killin, Zarkares and Xzyckon for contributing to this guide.
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