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Multipart Sprites for Eric Cartmans (retards)
Old 10-27-2007, 05:34 PM   #1
dieKatze88
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Default Multipart Sprites for Eric Cartmans (retards)

Alright this tutorial is here to get you past any and all animated sprite related things involving Stepmania 3.9 or Stepmania 4. Shit it could apply to just about any animated sprite. Lets start with a few questions:

1. What is a sprite, and Why do I give a shit?
A sprite is a single frame of a 2d image in a game. We give a shit because Sprites have brought us some of the greatest things ever. Super Mario Brothers, Metroid, Panel de Pon, Sonic the Hedgehog, and Pokemon.

2. No no. Why do I care in terms of Stepmania?
Oh. You care in terms of Stepmania because unless you're a genius (you aren't) your entire

theme will probably be sprites.

3. Oh ok. So why do we care about animated sprites?
Because they animate, and add a look of professionalism to your theme. In addition to that, they are be used for some images which change between several of the same things (Such as the wheel notification Icons.)

4. I still don't see why I care.
Then you're dumb and you've probably made a theme that looked like shit in a bucket of urine. Multipart images are a huge part of Stepmania and if you don't think so then you're stupid and probably need to be beaten over the head with a sock full of batteries.

5. Why are you insulting me?
Because you don't get it. You need to understand why you'd want to do this if you want to learn how to do it. Its a good thing to know. Its required if you plan on making your own noteskins. You should learn it and thats final.

6. OK OK you've got me. What do I need to make this work?
I was just about to get to that.

WHAT YOU'RE GONNA NEED
An Image Editor. Screenshots feature Gimp 2.4
A sprite to make. Dick with one for now.

Alright. Things you need to understand:
Computers work really well with numbers that are divisible by 2.
Really really well.
Thats why Stepmania complains hugely every single time you have a number *NOT* divisible by 2. So were going to start with a graph:

Hey check it out we've got a Box.



Its 196x80 pixels. Why these values? Because I can.

THE BLACK BORDERS ARE NOT PART OF THE BOX, THEY ARE JUST AROUND THE BOX TO GIVE MORE WORKSPACE. YOU WANT THE WHITE SPACE IN THE BOX. I'M ONLY POSTING THIS BECAUSE K//ETERNAL IS RETARDED ENOUGH TO ACTUALLY NOT THINK BEFORE HE SAYS THINGS.

Now look at these guidelines as placed by Gimp 2.4

Now this splits that box up into 4 pieces. this is the grid you would use if you were doing a 2x2 image. However you can make as many boxes as you want, as long as they are all EQUAL and as long as they have EVEN DIMENSIONS.



Let me show you.



Ok. Lets call all the Red lines "A" and all the Green lines "B"

All the A lines are equal, and all the B lines are equal. In addition to that, A is an even number, and so is B.

Now do you understand?

Now. Lets look at this second version of the box.



You'll notice that there are now green boxes inhabiting most of the white boxes created by the guide lines. This is what you should consider your "Useable Area". This is because if you scale an image, it scales *BEFORE* it gets cut up, and this can cause artifacts from neighboring cells to appear on your image, and thats no goddamn good. we don't like that.

That white area around the green boxes should ALWAYS be transparent. And you should ALWAYS theme at 640x480, then test at 800x600 for this reason. Now of course there are exceptions to this, if you're doing an 8x1, you can just as easily have it touch the top and bottom and not get artifacts, or on a 1x8, the opposite is true.

Now, Stepmania will animate from Left to Right, Top to bottom. Look at this:

- By the way, if you get this, you could probably beat me at the game involved.

Anyway. Stepmania will always Animate Green -> Red -> Yellow -> Blue -> loop unless a .sprite file is defined to say otherwise. Thats another topic that I don't care about right now, even if you do. On that note, you now know enough about sprite files to make one properly. Using guide lines is important. Try it. they help.
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Last edited by dieKatze88 : 10-27-2007 at 10:38 PM.
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Old 10-27-2007, 05:56 PM   #2
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Help me Katze! Following your tutorial exactly gave me a result like this!! And it has incorrect (odd) dimensions! What do I do?



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Old 10-27-2007, 06:10 PM   #3
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Question

Okay... after doing the noob thing explained by you and other skilled stuff not explained here, the question is:

how do I get certain effect acting over them?... blend, glow or other stuff when you cannot access them via animations or metrics.

... I've heared that you could use the name of files to give effects, but I'm not sure where, which files and how... I only have distorted memories about that.
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Old 10-27-2007, 06:15 PM   #4
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The following words can be added to your filename in 3.9.

32bpp - 32 bit color depth
16bpp - 16 bit color depth

dither - dither it
stretch - stretch it

nomipmaps - don't make mipmaps
mipmaps - make mipmaps

grayscale - "If the image is marked grayscale, then use all bits not used for alpha for the intensity. This way, if an image has no alpha, you get an 8-bit grayscale; if it only has boolean transparency, you get a 7-bit grayscale."

alphamap - "This indicates that the only component in the texture is alpha; assume all color is white."

cyclecolor - cycles through colors
cyclealpha - cycles through 0-1 alpha
startonrandomframe
dontanimate
add - additive blending

I think this should cover it. I forget which have to be in parentheses and which don't.
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Old 10-27-2007, 06:37 PM   #5
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Smile

thanks, but they don't work with "CombinedLifeMeterTug separator" as sprite of multiple frames.
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Old 10-28-2007, 05:56 AM   #6
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Well, it seems our cat can't take a joke. That's lame, but whatever, I'll deal. If anyone wants to know the lazy fucktard (read: k//) way of doing animations and other graphics with various frames, I'll post something similar to the above tutorial, but even less time-consuming, and with less trolling.
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Old 10-28-2007, 09:02 AM   #7
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Quote:
Originally Posted by k//eternal View Post
Well, it seems our cat can't take a joke. That's lame, but whatever, I'll deal. If anyone wants to know the lazy fucktard (read: k//) way of doing animations and other graphics with various frames, I'll post something similar to the above tutorial, but even less time-consuming, and with less trolling.
Yeah well its not funny in terms of a tutorial. I'm trying to teach people who don't know how to do this how to do this, You on the other hand, I know that at some level you do in fact understand how a multipart sprite works. You're hindering my efforts. Stop that.
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Old 10-28-2007, 01:54 PM   #8
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At some level, like it's such a deep topic. Hah. Well, okay then, I won't get in your way by posting mine. You should still clarify the issue with the box, since your tutorial is obviously directed toward people who have no idea what they're doing.
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Old 10-28-2007, 02:33 PM   #9
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Quote:
Originally Posted by k//eternal View Post
At some level, like it's such a deep topic. Hah. Well, okay then, I won't get in your way by posting mine. You should still clarify the issue with the box, since your tutorial is obviously directed toward people who have no idea what they're doing.
no you acting like a retard thats interfering, you could go ahead and post another topic. However, expanding this one would probably be better.
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