OpenGameArt.org Sprite Builder -- Help us help Wesnoth! :)

Make art for user-made content.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
User avatar
Lendrick
Posts: 35
Joined: December 14th, 2005, 8:11 pm
Location: Ohio

OpenGameArt.org Sprite Builder -- Help us help Wesnoth! :)

Post by Lendrick »

Hey folks :)

I've recently been working on putting together an online, web-based, pure html+javascript sprite builder. You can check it out here:

http://test.opengameart.org/spritebuilder/

Note that the selections are currently very limited because I'm still in the process of coding and testing. However, it's approaching the point where it's usable, and I think it might be useful for the Wesnoth community. I don't necessarily see it being used on the mainline campaigns (which tend toward completely original sprites), but if someone wants some relatively unique, high quality sprites for their campaign and can't find an artist to put them together, this could come in really handy. In the future, I'm planning on adding color replacement, so you could build a sprite out of shades of pure red, green, and blue, and then replace those each with an arbitrary gradient. I've even got the gradient editor done:

http://oga2.opengameart.org/gradient/

Anyway, here's where I could use help:

If someone has some "naked" (non-explicit, please) Wesnoth base sprites (complete with poses and animation frames, etc), it would be great to set those up as a template so people can add hair, clothes, equipment, or whatever else. If no such thing exists, I'd be happy to commission the creation of some, if any experienced pixel artists here are willing. (If you're willing and not interested in the commission money, I could donate it to Wesnoth or the FSF or some other charity, or just use it to commission more art for OGA).

So, if you've a mind to, I could really use the help. :)

Peace,
Bart

P.S. The sprite editor doesn't work on IE 8 or below (and hasn't been tested on IE 9, Opera, or Safari). This isn't out of malice -- I just need an HTML canvas element in order to be able to put this together with minimal fuss, and I don't have the time to do it in Flash.
http://opengameart.org
Free, legal art and sound for free/open source video games.
User avatar
Zerovirus
Art Contributor
Posts: 1693
Joined: July 8th, 2009, 4:51 pm

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Zerovirus »

Sounds fascinating, but I don't remember any base sprites ever being seen here. In addition, it might be difficult to set up a modular system as most of the art is in different styles and slightly different proportions due to the many different art contributors here.
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

Indeed - we don't work from bases, for the most part. We definitely don't animate them.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
Lendrick
Posts: 35
Joined: December 14th, 2005, 8:11 pm
Location: Ohio

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Lendrick »

thespaceinvader wrote:Indeed - we don't work from bases, for the most part. We definitely don't animate them.
Sure you do. You don't have walk animations, but there are idle animations, attack animations, etc. Besides, even if you're working with stills, there are still multiple frames for each direction.

As for not working with bases, I understand how the mainline campaign needs to be unique. That said, some bases might be handy, and perhaps some hair, clothing, and accessories could be adapted to them. And as I pointed out, I'm willing to pay to have these done, if there are any takers. :)

Bart
http://opengameart.org
Free, legal art and sound for free/open source video games.
User avatar
pauxlo
Posts: 1049
Joined: September 19th, 2006, 8:54 pm

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by pauxlo »

thespaceinvader wrote:Indeed - we don't work from bases, for the most part. We definitely don't animate them.
Lies!
Spoiler:
SCNR :P
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

For the most part. And somehow, trees don't strike me as what he;s looking for.

We definitely don;t animate them the way the example currently extant is. Our facing directions are different, and we have VERY few walking anims.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
Lendrick
Posts: 35
Joined: December 14th, 2005, 8:11 pm
Location: Ohio

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Lendrick »

Just by way of explanation:

The images I'm currently using in the sprite editor are just PNG templates with a transparent background. There's no constraint as to what frames are included on the image, provided that the images line up so that they stack correctly. The sprite that's there right now definitely isn't fit for use with Wesnoth, but the sprite builder is completely capable of handling any sprite template.

Because of this, a Wesnoth base would have to be a separate set, and obviously couldn't include the current hair and heads (and any future clothes, accessories, etc) that go with the current sprite that you see there now. The sprite editor will only work with one sprite set at a time, so you won't have incompatible pieces getting in the way. :)
http://opengameart.org
Free, legal art and sound for free/open source video games.
User avatar
Zerovirus
Art Contributor
Posts: 1693
Joined: July 8th, 2009, 4:51 pm

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Zerovirus »

I don't know where you're going to get these frames, though. Wesnoth isn't modular when it comes to sprites. I doubt people will make these out of scratch, and the frankenpack already fills much of this new application's niche.
User avatar
Lendrick
Posts: 35
Joined: December 14th, 2005, 8:11 pm
Location: Ohio

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Lendrick »

Zerovirus wrote:I don't know where you're going to get these frames, though. Wesnoth isn't modular when it comes to sprites. I doubt people will make these out of scratch, and the frankenpack already fills much of this new application's niche.
I was hoping that someone might be interested in me paying them to do it. :)
http://opengameart.org
Free, legal art and sound for free/open source video games.
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

Well, you should have said so to start off with :P
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
Lendrick
Posts: 35
Joined: December 14th, 2005, 8:11 pm
Location: Ohio

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Lendrick »

I did. :)

That said, I tend to ramble, so it's easy to miss.
http://opengameart.org
Free, legal art and sound for free/open source video games.
User avatar
Feufochmar
Posts: 106
Joined: April 27th, 2010, 9:58 pm
Location: France

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Feufochmar »

Your sprite builder remind me this one : http://charas-project.net/charas2/index.php
User avatar
artisticdude
Moderator Emeritus
Posts: 2424
Joined: December 15th, 2009, 12:37 pm
Location: Somewhere in the middle of everything

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by artisticdude »

This seems like an interesting idea, and it's certainly something I could see myself using on occasion to experiment with different color schemes. But like Zero pointed out above, there are so many different artists each with a unique style working on the project that it's more or less impossible to create a 'base' sprite that will match all Wesnoth sprites. I'd try and attempt the task myself, if I had the necessary skills (I can safely call myself a decent pixel-pusher, but not decent enough to pull something like that off quite yet).
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
User avatar
pauxlo
Posts: 1049
Joined: September 19th, 2006, 8:54 pm

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by pauxlo »

As I understand, Lendrick does not want one base sprite to match them all, but simply any completely animated base sprites, each with some fitting clothes, heads and other items.

The idea is not to recreate the existing units with this sprite builder, but to automate frankensteining of new units.
User avatar
Lendrick
Posts: 35
Joined: December 14th, 2005, 8:11 pm
Location: Ohio

Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Lendrick »

pauxlo wrote:As I understand, Lendrick does not want one base sprite to match them all, but simply any completely animated base sprites, each with some fitting clothes, heads and other items.

The idea is not to recreate the existing units with this sprite builder, but to automate frankensteining of new units.
...and in the sprite builder bind them? :)

You're correct. I'm pretty much going to need to have accessories made specifically for these sprites, although I'm sure certain pieces (particularly things like weapons and shields) will be reusable in some cases.
http://opengameart.org
Free, legal art and sound for free/open source video games.
Post Reply