New character sprite

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Angelus3K
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#51 Post by Angelus3K » Sat Apr 08, 2006 7:35 pm

As long as you don't stop. It doesnt matter how slow you go. Just don't stop.

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#52 Post by JLM5 » Tue Jul 04, 2006 8:00 am

And the game is still under work. :)

Has anyone ideas, what would be the best way to make characters anti-aliased with the background? As someone has said, it would be a good improvement on the graphics.

I just remember, that alpha blending in AGS requires 32-bit depth and doesn't work with scaled sprites (my game has 16-bit depth). Are there any other good ideas? At least, as I have played Al Emmo's demo, the character (as well as cursors) seems to fit perfectly with the backgrounds, and it seems there is some kind of "anti-aliasing filter" used there.

Or am I just imaginating?

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#53 Post by pass » Tue Jul 04, 2006 8:03 am

I am pretty sure there is a built-in anti-aliaser in AGS...

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#54 Post by navynuke04 » Tue Jul 04, 2006 10:06 am

Al Emmo uses 32 bit colors.

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#55 Post by JLM5 » Tue Jul 04, 2006 3:05 pm

As much I know about AGS, it doesn't include built-in anti-aliaser.

But if there is someone other good way to add anti-aliasing to an AGS game (640x400), I will surely use it when I figure out how it works.

Al Emmo's demo looks very good, and the way how the character is anti-aliased with the background is interesting. As alpha blending doesn't work with scaled sprites (this is due to the restrictions in AGS engine), there must apparently be someone other, good way to make anti-aliasing scripted in AGS.

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#56 Post by Alliance » Tue Jul 04, 2006 3:52 pm

pass wrote:I am pretty sure there is a built-in anti-aliaser in AGS...
There is. Go into the setup menu for your game and select "Smooth Scaled Sprites"

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#57 Post by Anonymous Game Creator 2 » Tue Jul 04, 2006 4:08 pm

There's a difference between that and anti-aliased edges. The setup option only affects the pixels inside the sprite, not on the outer edges.

The only way to get the outer-edges of a sprite anti-aliased (like Al Emmo) is to create a sprite containing a transparent alpha channel as the background and save it as a format like PNG, which supports alpha-transparency. When we first started Al Emmo, all the character animations and sprites were hand-drawn in 2D. It was appealing to have the edges anti-aliased so that the characters would blend smoothly into the backgrounds behind them.  But the only effective and fast way to do this was by using 3D pre-rendered character sprites. That way, the 3D program can auto-blur the edges and save the sprite on a transparent background/alpha channel. You could do this for 2D sprites too, but it would be a lot more manual labour and the results probably wouldn't look exactly the way you expect them to, as the required level of transparency around the edges would be difficult to implement on every single frame.

Though, if you do implement this feature, the game needs to be 32-bit color depth. Also, characters with alpha-blended edges CAN be scaled down, it's just that sometimes the edges lose transparent pixels (due to the resizing process) and jagged ones take their place -- the result is a mixture of smooth pixels and jagged ones along some edges. But it's barely noticeable, really.

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#58 Post by JLM5 » Tue Jul 04, 2006 6:01 pm

Hey, I believe I figured it out now! :)

Look the pictures below and compare. The only problem still is, that the alpha-blended character (the lower one) looks somewhat darker than the original, even the edges are now anti-aliased with the background. And it didn't took very long as I did it with Adobe Photoshop...

Image
Image

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#59 Post by pass » Tue Jul 04, 2006 6:55 pm

The second one does look darker. His hair looks brighter, though (and gray instead of reddish-black).

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#60 Post by JLM5 » Thu Jul 06, 2006 10:08 am

pass wrote:The second one does look darker. His hair looks brighter, though (and gray instead of reddish-black).
Yes, you're right. I haven't just found a reason, why the alpha-blended character looks darker. Maybe the "effect" would be possible to be compensated by making the sprites originally brighter (That means, using Brightness/Contrast adjustments in Photoshop etc.). At least I have to test.

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#61 Post by JLM5 » Thu Jul 06, 2006 10:27 pm

JLM5 wrote: Yes, you're right. I haven't just found a reason, why the alpha-blended character looks darker. Maybe the "effect" would be possible to be compensated by making the sprites originally brighter (That means, using Brightness/Contrast adjustments in Photoshop etc.). At least I have to test.
Does it looks better now?

Image

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#62 Post by pass » Fri Jul 07, 2006 1:19 pm

I think so, yes.

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#63 Post by JLM5 » Sat Jul 08, 2006 1:59 pm

The font is improved now, too.

The new, improved font:
Image

The old font:
Image

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#64 Post by pass » Sat Jul 08, 2006 9:48 pm

I'm not sure I like the new font better..  :\

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#65 Post by JLM5 » Sun Jul 09, 2006 10:07 pm

pass wrote:I'm not sure I like the new font better..  :\
Well, I decided to test yet one font. In addition, it is now anti-aliased with the textbox (The idea I got from Al Emmo's demo. Thanks.).

Image

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#66 Post by pass » Mon Jul 10, 2006 8:12 am

Now this font I like!  ;)

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#67 Post by Pidgeot » Mon Jul 10, 2006 10:32 am

Agreed, this one looks very nice :)

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#68 Post by JLM5 » Wed Jan 17, 2007 4:38 pm

Ok, maybe it is time again to continue the development of this project?

Here are some improvements made to text box and background art...
(Believe me, it looks much better in full screen)

Image

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