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PostPosted: Sun May 06, 2012 5:35 pm 
Eileen-Class Veteran
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Joined: Fri Mar 09, 2012 6:58 pm
Posts: 1160
Location: United States
Projects: Coming Out On Top
So, based on suggestions I've been given here, I'm trying to make my sprites larger.

They are currently about 2000 px high.

Each sprite file contains a multitude of layers, with outfits and expression changes.

This is my current process:

- I am coding scene by scene in RenPy
- I've tried to have all my assets done before hand, but realize there are several expressions I didn't foresee
- I go back to the image file and create another layer(s) for the new expression
- I save
- I create a selection rectangle that is exactly like the previous one I had (I've reenter the dimensions of the pixels), in order to crop appropriately at the waist
- I scale the image down to another set of dimensions I've written down some where
- I export to .png
- I don't save, because I'll need the larger file for most likely another expression in the future

Repeat for each new expression I come across. For some reason, all the expressions I thought I needed were ones I don't really need, and the new ones are far subtler than I anticipated.

Any insight about how you organize/crop your sprites is appreciated. If it matters, I'm using GIMP (not the new version 2.8, which is not currently available for Mac.)

Thank you!!!

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PostPosted: Mon May 07, 2012 8:09 am 
Crawling Chaos
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Joined: Mon Feb 13, 2012 5:37 am
Posts: 1117
Location: Kimashi Tower, Japan
Completed: SMAR,AAA
Projects: DMC
I always draw head-toe figures and just export layers without cropping.
One sprite has 5 layers: body, cloth, eyes&eyebrows, mouth, blush&tears.
Then composite them lively while running the game. code is like:

Code:
init python:
    for k in ["1","2","3"]:
        for j in ["1","2","3","4","5","6"]:
            for i in  ["a", "b", "c", "f", "l", "n", "p", "s" ]:
                renpy.image(("side", "rio", "%s%s%s"%(i,j,k)),  ConditionSwitch(
                    "RIO.appearance==1", im.Composite((406,640), (0,0), "small/rio1.png", (0,0), "small/rio_%s.png"%i, (0,0), "small/rio_x%s.png"%j, (0,0), "small/rio_xx%s.png"%k),
                    "RIO.appearance==2", im.Composite((406,640), (0,0), "small/rio2.png", (0,0), "small/rio_%s.png"%i, (0,0), "small/rio_x%s.png"%j, (0,0), "small/rio_xx%s.png"%k),
                    ..........................


Code:
label start:
    $ RIO.appearance = 2 #use the 2nd costume layer
    rio n21 "hi" # it shows rio's base body + the 2nd costume + neutral eyes/eyebrows + the 2nd mouth layer + the 1st cheek layer

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PostPosted: Mon May 07, 2012 4:16 pm 
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Joined: Fri Mar 09, 2012 6:58 pm
Posts: 1160
Location: United States
Projects: Coming Out On Top
Thank you nyaatrap! I'm looking into live compositing now...I feel like it will save me a lot of time in the long run!!!

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PostPosted: Mon May 07, 2012 5:03 pm 
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Joined: Tue Sep 07, 2010 3:28 am
Posts: 703
Location: Perpendicularly parked in a parallel universe
Completed: Mobile Food Madness, Super Otome Quest
Projects: Project Orpheus
Organization: Polymorphic Games
Yes... Thank you for the code as well. It'll help move a couple of projects along.

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