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Misc stuff, reminding people my process for some sprites is drawing over them with a pixel brush then downscaling it (Big Boo/Boo Jackson sprite by @/Caliginous_arts)

28,983 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von Damage
Damagevor 1 Jahr

I assume the little boos are kinda inspired by their Yoshi's Island design?

Profilbild von Bryce
Brycevor 1 Jahr

Yeah style wise I want it to be a bridge between Mario World and Yoshi's Island

Profilbild von ASTROMEDA - Wishlist on Steam!
ASTROMEDA - Wishlist on Steam!vor 2 Jahren

A small teaser of Astromeda! It's a game inspired by Pokemon, Undertale, and OneShot. Wishlist on Steam! #TrailerTuesday #indiegame #IndieGameDev #GamingNews #Steam

Profilbild von 10th Nitro 🏳️‍⚧️
10th Nitro 🏳️‍⚧️vor 1 Jahr

hey is there any good resources on drawing bowser better? his design is like an enigma for me

Profilbild von Bryce
Brycevor 1 Jahr

some of the concept art for the movie is what i use as reference

Profilbild von LotsaSpaget
LotsaSpagetvor 1 Jahr

I'm obsessed with the big boo's

Profilbild von 🤍cass🤍
🤍cass🤍vor 1 Jahr

smart technique, might use it for my sprites!

Profilbild von Zthro-Sama
Zthro-Samavor 1 Jahr

The technique and style is amazing. ALSO that music is ELITE—is this also a composition of yours

Profilbild von Bryce
Brycevor 1 Jahr

nah, all @/RRThiel

Profilbild von ⨂ rose ⋖3 ♡ 🏳️‍⚧️ ⨂ (COMMS OPEN)
⨂ rose ⋖3 ♡ 🏳️‍⚧️ ⨂ (COMMS OPEN)vor 1 Jahr

WHAT THE FUCK HOW DID YOU ADD AN AMEN BREAK???

Profilbild von DoctorDragonWho(Draco)
DoctorDragonWho(Draco)vor 1 Jahr

That’s a really good method for making sprites

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I vibe coded and built a sprite animation pipeline 🛠️ (Day 22 of making the engine+game) ⬇️ Watch the video if you don't wanna read the wall of text - it directly shows what I do. Shoutout to Jidé ✨ for showing me a paper on black/white combination to get alpha, it's the cleanest method yet, and to Cursor for enabling this entire journey. If you prefer the wall of text here you go: The hardest part of using general image models for 2D sprites isn’t getting a nice-looking frame, it’s getting consistent motion across a whole sprite sheet. You can fake a sheet, but frames won’t align, timing drifts, and you end up with weird artifacts. Even if you manually cut frames + interpolate, the animation often looks “off” because each frame is basically a new interpretation, not the same character evolving over time. This is especially noticeable with public API models like gpt-image-1.5 and Nano Banana. Some custom LoRAs for open models exist, but this is intended for less techy folks. My workaround: use a video model first, then post-process into a sprite sheet. Render the animation over a solid background (white/black/magenta/green), then chroma-key it out (my engine tool supports this). If the motion stays inside the silhouette, this works surprisingly well. You can do this in almost any video editing software too! The catch: keying almost always leaves an “aura” (edge spill). My best results come from interpolating the keyed animation with a clean base sprite, so you keep crisp edges and only “borrow” motion/detail where needed. If the animation extends outside the silhouette (tree branches, hair wisps, foliage), I usually skip “true sprite animation” and do it with shaders instead. Keying can’t fully remove halos there, no matter how much feathering/tuning you do. Another annoying issue: pixel corruption. AI rarely generates a perfectly flat background (pure #000000 or #FF00FF). That tiny noise breaks clean extraction and creates crawling garbage pixels around the subject. For clean base sprites (and even PBR maps), a useful trick is generating the same asset on white + black backgrounds and deriving alpha from the difference. This is basically a matte workflow: white = opaque, black = transparent. It fixes aura… but you’d need it per-frame to fix animation, which is still hard. For simple pixel art (single-digit frames), you can sometimes generate a sprite sheet, then ask the model to recreate it on black/white while preserving alignment… but it’s still manual-heavy. Honestly, at this point, for some projects it’s easier to go 3D → 2D and render clean sprites/maps directly. But I still love pushing “pure 2D” and seeing how far we can take it. Thanks for reading! Follow/bookmark/repost if interested in this kind of content!

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20,181 Aufrufe • vor 7 Monaten