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Anthony Miller

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    Anthony Miller reacted to Mike at BrashMonkey in Newbie Question About Sprites   
    Welcome duperduckey,
    The best way to make such decisions is to start by making a mock-up (fake) screen of your game at the actual target resolution.
    So, say for example you want your game to run at a high-res 1920x1080, you should start by making a fake screen (using layers) in a program like Photoshop or Krita (which is awesome and FREE  www.krita.org) of your game, including the player sprite, HUD and generic enemies.
     
    This will hep you figure out exactly how big your player sprite needs to be.

    Typically, once I do this, I then actually create the player sprite and animate it at 2x the required size in Spriter. This allows me wo work faster and a little sloppier with my art, because eventually I'll scale it back down to the actually needed resolution, and when you reduce art to 50 percent, it cleans up nicely. (don't do this if you're making a retro low-res pixel art game)

    Do NOT work at crazy print resolutions!

    I hope this helps.
     
     
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    Anthony Miller got a reaction from Mike at BrashMonkey in Spriter Pro does not work   
    I installed both 32 (first) and 64bit.
     
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    Anthony Miller got a reaction from Mike at BrashMonkey in Spriter Pro does not work   
    I installed spriter on a Microsoft Surface Pro 4 and I got several DLL errors even after installing  Visual Studio 2013 C++ runtime.  That said, I downloaded/installed  Visual Studio 2010 C++ runtime and it resolved my problem.  Thought I'd mention it incase it helps anyone.
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