Unit design - image requirements

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Stratego (dev)
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Unit design - image requirements

Post by Stratego (dev) » Wed Sep 10, 2014 9:09 pm

A unit image should be:
- 32x32px sized (if single tiled unit) *
- transparent
- RGB colors
- Good looking: should look similar in feeling than existing units (to keep coherency of the game appearance)
- Player colored: this means there is a coloring that can be changed depending on the selected player color in the game setup (red, blue, yellow)
-> to achieve this you have pink colors to use, and the game engine will replace them with the corresponding player color.
-> Acceptable pink color shades: from RGB 255/0/255 to RGB 255/254/255 (so the green part can be any value between 0..254)
-> examples: RGB 255/100/255 and 255/20/255 and 255/135/255

*: the 32 px in vertical direction can be exceeded up to approx 40(max 50) px (eg. a long lance is emerging from the units hand upwards - like the halberdier)

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patroid
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Re: Unit design - image requirements

Post by patroid » Thu Sep 11, 2014 4:29 am

Hi
Sorry that i made the coloring
wrongly. I edited them on my mobil
phone and hoped that the colors are
the right. next time i will do it 100% perfect.
Thanks for the fast answer.

Patroid

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COOLguy
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Re: Unit design - image requirements

Post by COOLguy » Fri Sep 12, 2014 5:33 pm

Thanks for this post :) !
I will do my best in the future and follow these requirements. :)
Thanks!
Josh

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patroid
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create tiles(units)

Post by patroid » Wed Apr 08, 2015 5:40 pm

Didnt know where to post-if wrong pls correct.

Hi
Many people asked for tips and help for designing units.
Here i have a file that may help you guys.

Have fun.

Patroid

If anybody post other helping things for guys it would be cool.
Attachments
start.png
start.png (2.47 KiB) Viewed 9251 times

Stratego (dev)
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Re: Unit design - image requirements

Post by Stratego (dev) » Wed Apr 08, 2015 6:00 pm

good idea!
(i have moved the post here)

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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Sun Oct 04, 2015 4:48 am

some doubt:1 is there a software for this?
2 How can we make units based on existing units with free hand drawing?
3 Do you ppl use a joystick or something like that to make sharp images?
4 How are the unit images uploaded in such a small dimension unlike other images
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COOLguy
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Re: Unit design - image requirements

Post by COOLguy » Sun Oct 04, 2015 6:08 pm

1) Yes. I use GIMP2, but there are others. Basically any image or pixel editor that supports transparency and RBG will work. Some good suggestions are posted here: viewtopic.php?f=17&t=525

2) Message either Daniel, patroid, or myself and we can get you practically any image of an existing unit. It is simple to use a copy/paste method to montage parts of existing images with freehand or others.

3) No, I personally do not. I don't think Daniel does either, but I don't know about Alexander82 or patroid.

4) The image size is only 32x32 pixels, so the file size is naturally smaller than others which average 256 kb.
Thanks!
Josh

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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Sun Oct 04, 2015 6:21 pm

4)I meant to say that when i try to upload an image it becomes very large and blur unlike a small icon
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COOLguy
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Re: Unit design - image requirements

Post by COOLguy » Sun Oct 04, 2015 6:23 pm

TheBluePhoenix wrote:4)I meant to say that when i try to upload an image it becomes very large and blur unlike a small icon
What is the image size? Try uploading one here so I can see. It may be just your device.
Thanks!
Josh

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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Sun Oct 04, 2015 7:11 pm

Ok i will try making an image again and post it
Also if you donot use joysticks then do you make images in large first then downscale them?
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COOLguy
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Re: Unit design - image requirements

Post by COOLguy » Sun Oct 04, 2015 8:04 pm

I do most of my image editing on a pc with a native size of 32x32.

Downscaling: No, not really. I have done that a little bit. Downscaling is useful to get an idea of how an image will end up looking (especially if you are using a large image as a "base"), but it will require a lot of editing. Scaling makes things look blurry, so I try to avoid it.
Thanks!
Josh

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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Mon Oct 05, 2015 5:04 am

Okay so my phone cannot install any of the mentioned softwares.any software workable on an android phone?
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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Mon Oct 05, 2015 7:00 am

Can any of the pros (alex,CG,patroid) possibly make a video explaining the complete process of making the unit from scratch to uploading it correctly in the forum
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Alexander82
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Re: Unit design - image requirements

Post by Alexander82 » Mon Oct 05, 2015 10:15 am

I use photoshop, i think it could be better to make a tutorial for gimp users (being a free software).

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COOLguy
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Re: Unit design - image requirements

Post by COOLguy » Mon Oct 05, 2015 3:16 pm

For mobile devices, patroid and I use Pixel Art. (it's free) But working on mobile is much more difficult.

As for tutorials: sorry, I do not have the ability to screen record. You would have to message patroid for that.
Thanks!
Josh

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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Mon Oct 05, 2015 3:52 pm

Maybe if you have 2 phones or a friend who could record , you could
From Where can i download pixel art
I will try surfing anyways
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balint
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Re: Unit design - image requirements

Post by balint » Sun Oct 18, 2015 8:50 am

What about making a gimp tutorial? To show off the process whic then could be done on phone.
For PC a good screen recorder (free), what many youtubers use is Fraps.
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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Sun Oct 18, 2015 11:37 am

Cool guy has already started making them. He has even completed making 1 tutorial on pixel art
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balint
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Re: Unit design - image requirements

Post by balint » Sun Oct 18, 2015 4:17 pm

Does he uploads it somewhere or sends it to you via email?
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TheBluePhoenix
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Re: Unit design - image requirements

Post by TheBluePhoenix » Sun Oct 18, 2015 7:18 pm

He sent me via email. It was very good but very basic. He is trying to make a full fledge uploadable version of it
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COOLguy
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Re: Unit design - image requirements

Post by COOLguy » Mon Oct 19, 2015 3:44 am

balint wrote:For PC a good screen recorder (free), what many youtubers use is Fraps.
Yes, but unfortunately the free version of Fraps only allows 30 seconds of recording at a time, which obviously will not work for an image editing tutorial. :)

I am trying out CamStudio.
Thanks!
Josh

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balint
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Re: Unit design - image requirements

Post by balint » Mon Oct 19, 2015 4:35 am

What about an eternal full trial version? :D
Upload it somewhere if you finished, ot might raise my drawing skills from thw 6 year old category to the 10 year old category :S
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Enigmus
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Re: Unit design - image requirements

Post by Enigmus » Mon Aug 28, 2017 8:35 am

What should I do if i am making a Monster that can be exceeding 32x32? example, i will make a giant but it wouldn't 32x32 size?? the image were exceeded on a tile.

I Am an old forumer here long time ago but i forgot the password and email so I registered again and here i am now.

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LordOfAles
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Re: Unit design - image requirements

Post by LordOfAles » Mon Aug 28, 2017 11:49 am

Max size is 32x64
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Idk what to write

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Re: Unit design - image requirements

Post by Enigmus » Mon Aug 28, 2017 7:26 pm

Thanks.

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