The biggest problem with Custom Sprites for me:

Simon D. Aelsi

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I love the thought of custom(ized?) sprites... and I've got them-- they CAN work.

My only issue though might be a huge one... What do I do about behavioral sprites? Damaged, kneeling, dead, etc?

It wouldn't be a huge issue if I used the sprites that came with the standard RTP, but let's say I go with another style and size, like Mack's Sprites... THOSE are awesome.

I even drew a crocodile man spritesheet!  But... then I got to thinking-- What happens if I want more than for him to just 'walk around'...

Aiya!

Anyone have any solutions? I could draw a crocodile man in another style, but I'd want them to stay consistent, y'know?

So... any tips?

EDIT: I feel so... foolish.  I've minced words but I meant to ask if it can be done.  Of course it can be done... *facepalm*

Anyone can do amost anything, spriting is limited to one's own creative limitations I suppose.

If I were to change the size of my walking sprites (Which isn't that hard, from the tutorials I've seen...) Would the same principal apply to behavior/damage sprites too?
 
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mlogan

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Well, I guess I'm a bit confused about the trouble. It seems to me if you have the ability to draw all of your sprites custom, drawing them into the behavior positions wouldn't be that much more challenging. Could you explain a little more?
 

Simon D. Aelsi

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Well, I guess I'm a bit confused about the trouble. It seems to me if you have the ability to draw all of your sprites custom, drawing them into the behavior positions wouldn't be that much more challenging. Could you explain a little more?
Sure. The sprites I did were frankensprites using Mack's male spritesheet a a base. Sooo... that might be a bit challenging for me since I worked from a base... D:
 

Jesse - PVGames

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Well, that is the nature of the beast. 

You have two options: 1.) Work with what you got - or 2.) Put in the time/effort to make the materials you want.

There is a reason you don't see many behavioral sprites - they take a very long time to produce. Each pose requires a new base template (assuming that perhaps more actors will be made in the same style), which can take a very long time to make, not to mention the skill required to actually do it.
 

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I love the thought of custom(ized?) sprites... and I've got them-- they CAN work.

My only issue though might be a huge one... What do I do about behavioral sprites? Damaged, kneeling, dead, etc?

It wouldn't be a huge issue if I used the sprites that came with the standard RTP, but let's say I go with another style and size, like Mack's Sprites... THOSE are awesome.

I even drew a crocodile man spritesheet!  But... then I got to thinking-- What happens if I want more than for him to just 'walk around'...
You either change the actor's graphic or hide the player with transparency and make an event to show that behavior.  This can be a normal loop with 3 across a sheet like a walk cycle does, or require a set up with a behavior that goes in sets of 4 down a sheet.  Dead or sleeping sprites just need a change to their position.  Which were you referring too?

It won't matter if they are franken sprited from a Mack base or what not, but you need to let us know if you have them loaded properly in a normal arrangement to show the correct animation.  

@PVGames

Each behavior for a character does not require a different base sprite from my experience.  You can use the same from a normal sheet.  I build all the behaviors I do from regular positions.  They require editing(thus more time), some more than others, but they can be done from the same character's base.  
 
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Simon D. Aelsi

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You either change the actor's graphic or hide the player with transparency and make an event to show that behavior.  This can be a normal loop with 3 across a sheet like a walk cycle does, or require a set up with a behavior that goes in sets of 4 down a sheet.  Dead or sleeping sprites just need a change to their position.  Which were you referring too?

It won't matter if they are franken sprited from a Mack base or what not, but you need to let us know if you have them loaded properly in a normal arrangement to show the correct animation.  

@PVGames

Each behavior for a character does not require a different base sprite from my experience.  You can use the same from a normal sheet.  I build all the behaviors I do from regular positions.  They require editing(thus more time), some more than others, but they can be done from the same character's base.  
I may be getting ahead of myself... At this point I only have the croc man's walking spritesheet ready and my real question would be "Can it be done"....

But, looking back on it I feel a bit daft now.... It can be done of course, it just takes a lot of skill (of which I don't have ^_^;; ) to custom-make them...

I will try, though, to make more sprites.  When I do I'll use them on a new game to test them out so nothing is wasted should something go wrong.
 

mlogan

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There is nothing to do but try. And from my experience trying will improve your skills. ;)   I never thought I would be able to sprite anything, but I started doing little recolors and frankens here and there. And now I've gotten to the point where I've made a few sprites from a nude base that I'm actually quite proud of. And I know I will only continue to get better the more I do it.
 

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I don't consider myself as a good spriter but i did downed sprites edits for my characters. With a simple editor like paint.net you can do wonders. I just observed what was different from walking sprites on behaviour/damage spritesheets and then proceeded to reproduce that. It takes time but if i could do it you sure can too! :D
 

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