Night Version Sprites?

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curry nochi rice
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Night Version Sprites?

#1 Post by curry nochi rice »

Hi Guys, I did a few digging on my own about this topic, but It wasn't effective enough to dispel my thoughts.
Heck I tried playing some of our games to find out that I still can't determine if it's using two versions of the same sprite. :(

here are some questions.:

1. Are there night version sprites?
2. Do most games in the OELVN community use them?
3. Are they generally just filtered versions of the day version sprites ~ ?
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Re: Night Version Sprites?

#2 Post by lemonscent »

I've never seen night version sprites. o__o;; So I can't say I know what you're talking about. I'd say most games don't use them, but then again, I mostly play otome games. Maybe horror VNs would.
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Re: Night Version Sprites?

#3 Post by curry nochi rice »

I mean do people use the same set of sprites on different times of the day (atmospheric lighting conditions).

e.g
like during evening, do I still use the same sprite or should i edit it to make it blend with the lighting conditions ~
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Re: Night Version Sprites?

#4 Post by Camille »

In the end it's kind of a personal preference thing. We do different tints for certain times of day in our game (you can see the comparison here) by tinting the sprites in Photoshop (Auro also adds lighting effects) and then creating different sets to use depending on the time of day. You can tint your images in Ren'Py, too, of course.

We had a much cruder method in our other game Ristorante Amore, which was just layering a transparent color layer on top, which didn't really work that well. |D

I think most games don't bother with this, but personally I think it's a nice touch to have, though complicated and a bit time-consuming to deal with.

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Re: Night Version Sprites?

#5 Post by SundownKid »

I give my sprites a tint at nighttime (in outside/dark locations) and it works wonders as far as making it more atmospheric. Coloring each sprite individually would be a bit more tedious.

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Re: Night Version Sprites?

#6 Post by ShippoK »

It's very easy to do that you don't have to be a master of Photoshop to get it.
I use Paint.net but this is how I go around it.

1.First, get the image.
2.Make a new Layer above Image
3.Grab a color Black/White/Blue/Pick- Whatever.
4.Go to Properties and find 'Overlay' or 'Darken' (Which ever looks better).
5.Mess around with the Transparency and twink it up a bit. (Add some other colors or effects if it looks weird/wonky).
6.Congratulations! You have a newly colored Image.
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Thats how I go around it, It works great for when you want to change the look for backgrounds.
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Re: Night Version Sprites?

#7 Post by dramspringfeald »

I thought they already had something like this in renpy. It's in the Tutorial game If I remember
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Re: Night Version Sprites?

#8 Post by curry nochi rice »

dramspringfeald wrote:I thought they already had something like this in renpy. It's in the Tutorial game If I remember
I haven't completely played the whole Tutorial Game, but i think it's included in the part where ATL/color thingy is demonstrated.
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Re: Night Version Sprites?

#9 Post by Ryue »

I'm using "night sprites" for walls,... in my game.
The best looking variant there (without having the artist doing 2 -3 x the same sprite with different lighting) I found was using im.MatrixColor and reducing the brightness of the sprite (or in my case a wall....although will probably use the same thing also for sprites where needed / appropriate).

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Re: Night Version Sprites?

#10 Post by Donmai »

image logo tintblue = im.MatrixColor("logo.png", im.matrix.saturation(.5) * im.matrix.tint(.75, .75, 1.0))
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Re: Night Version Sprites?

#11 Post by Vegeluxia »

I can't say for sure if I've ever seen "night sprites" before, but I whipped up quick examples and found it's not too hard to achieve that kind of look.

Both are exactly the same photo, but the night version was done by tweaking with the brightness and contrast of the image. Once it was dark and dull enough, I copied the image on a layer above the first and used a colorize tool to make it a dark blue with very low saturation. After that, I edited the transparency of the blue layer until I liked it. The same was done with the character sprites.
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