People, if you want to make some animation from the sprites, it will be good if you double the image's height ;) it will look better ;)
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Check out what I made with these sprites, My flash animation below. :D
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Paul, this is absolutely sterling work, therefore you are a complete legend. People have been looking to have access to these sprites for many years, and you swoop in here and do all this work. You are a credit to the Oddworld fan community!
It looks like Abe was going to have some cute animations for when he was left alone: yawning, rubbing his eyes, and doing some abdominal stretches. :D |
New ones with correct centering and good speed and exta-delux stuff!
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Excellent work for all ya. But SligStorm, can you pass me in someway your Rupture Farms's animation? It's very great :D!!!!
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Thanks Max :D Love the animation there SligStorm ;) good gif's from everyone else too.
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Here's the animation of the electrical wall I put together...
If you want me to continue too Paul, I'll be very happy to help. |
It's hard to stop the animation from jumping around and doing crazy stuff.
You are forced to edit the hight and width of the frames, the position of the sprites + the color-palettes, or else u will get jumping pictures with transparent holes in them. It took me like 1h to edit my sig to 200% hight, since the filesize doubled. I had to merge the palettes and then the first picture flashed black, because the background black was a different black than the rest. But I think it's just my program(or its crack) that sucks. I tried it on the paramites too. The 200% hight makes the sprites the right shape, but they lose the high detail-look. |
second pack is hosted on TOL too now:
http://oddworldlibrary.net/archives/.../Sprites01.zip |
Just Back From Grandmothers But Leaving Again Soon For Couple Hours...Time To Work!
And Im Making A Game With The Spirits! |
Guys, I think you should use the 2XSaI filters (or simlar) to make them double size, otherwise its gonna look real bad :(
edit: http://en.wikipedia.org/wiki/2xSaI (info, check the sample image ) edit again: heres one with a filter being used |
I think that they are not scaled up horizontaly in the game, but they are scaled to double the hight, just like the backgrounds. I don't think they are bigger than my ones in the game. Am I wrong?
Edit: Ok, I went to the last room in the game and the glukkons were of different sizes, but no one were as broad as my first pic, and no one were a lot bigger than my second pic. (My pic is as big as the smallest one) And the graphics were very pixely, just like the original images simply scaled up in paint. The same goes for my sig. Correct me if im wrong please. Here are the glukkon scaled to 200% hight, and the glukkon sclaled to double size. Both were done in paint, an not by any filter or such: Note - these thumbs are uglier than the real ones, so klick on them. |
Ha?
The program doesn't work for me, it is in dos :( But Does It Accept GIFS? If So.....
Weeeeeeeeeeeeeeee!:) :) :) :) :) |
im not sure how the game scales them since its done by direct draw, but the sprites I uploaded are the "real" size
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It sure looks like double hight.
Compare my sig to a sleeping slig in game. It's not half as thick as the ripped sprite is, and then the rest of the sprites should be the same. I tried to scale an abe up, even though he looks the right size. double hight sounds like he will be ultra-stretched, but he wont. He just getts a little taller. Try it, I think they are deffinately two two times taller. Edit: Here is my proof: The left abe is the one directly from the bmp.zip and the right one is the same but scaled up to double hight. He looks really different than u could imagine after scaling :D It has to be the size! compare him to the button. |
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Edit: I made the same experiment again, but without stretching the backgrond or the sprites to twice their hight and it looket the same. Since we know the game stretches the backgrounds it has to do the same to the sprites, because otherwise abe would be as tiny as the left one in my previous picture. Besides you can allways look at the sprites shape. Which slig do you recognice from ingame? left or right? Once again notice the bad thumb-quality. |
It still looks ok, and these are looking awesome. (20 posts, woopey!)
^_^ |
This is what im doing with my game...............
The screen size is same as bacrounds are scuished (640x240), and i tell my program to scale it to 640x480 but the without the configiration it will be wogged! here it is, press F4 while in game to go non scaled! Hope this helped! Download Link http://www.megaupload.com/?d=BE7FRZ58 Edit:Hey Guys, i don't know if this will help paul, but check this out, while i was playing with the ddcheat, abe poped up in the corner and what ever i was doing while playing, it would do? By the way its abe's exoddus.:( |
I just downloaded the .bmp pack and what the hell theres a slig sucking itself off O_o
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name the picture where you saw it...
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SLGBEAT.BAN7 - 11
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Yeah, it’s having a beat. Have you never seen them do that in the game?
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Hey Im Trying To Rip Backgrounds Off Abe's Exoddus....So Far So Good!
PS:Why Is This Place So Empty Now(Now ones talking) :( |
I tried that too.
It gets the files allright. (Or so it seems at least) But It can't convert the .cam-files into bmp. You get pictures like this: And yeah, it is quiet, everybody is waiting for paul to come up with something new for them to play with :) |
I never noticed this project, but I have to say, I am very impressed. Quite a while I have been waiting to collect Oddworld sprites, and now here are some perfect sprites.
Paul, your work is fantastic. Keep it up, and good luck with it all. I'd love to contribute, but I'm only experienced in programming computers and certain hospital equipment, not games. The types of files you are using I am not familiar with, so I cannot help there. Dearest apologies. |
no probs, btw MeechMuncher did you notice that the cam files are 640x240, if you double the height you get 640x480, the games resoultion, so I guess you're right that *everything" is doubled in height ;)
I think this is because of the psx's frame buffer, it would have been 640x240 for buffers 1 & 2, but would have looked like 320x240 (so you could make the width smaller but it would reduce the quality even more) also if you press tab with the cheat on it seems to change the streching method if you look closely |
Maybee Its Because Its The File Size The Cam Converter Puts In In.Eg: Abe's Oddysee:450 KB, Abe's Exoddus: 850 KB, And Im Image Editing To Get Them From Abe's Exoddus,
Downing the size of a screenshot on abe's exoddus from 640x480 to 640x240. |
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in Exodus its more than the image resoultion thats diffrent, its the way the pixels are laid out and the format they're in and the basic encrpytion thats applied to them
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Hows it going paul? There hasen't been an update from you in a while?
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Yeah busy with work an such
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superman
Lol, these are cool, i made one, i call it superabe :D
look on attachment |
These are awesome, Paul. Custom title-awesome.
I wonder if all the mudokon sprite are there in blue, and the hue is altered in-game for the green mudokons? If so, perhaps the blue guards in Monsaic Lines are in Error? I'd understand the choice for their being blue, however: so that they stand out on the screen (important for such deadly adversaries), but still... |
Its likely just a diffrent pallete, sinces there an abe1pal.ban or somthing maybe thats the more "green" one
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They use indexed colour, right? It wouldn't take much to have a second pallet as an alternative source.
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Flash MX I'd guess
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