sprites tagged posts

Rendered Sprites for 2D games

April 27, 2014 DevBlog  No comments

Render Sprites Blender 3DS

Another common way to create graphs for 2D games is the rendering of 3D graphics in order to obtain 2D sprites. It is also the technique used in Hispania for graphing. In the picture, you can see the development of characters used in Hispania.

Generally, when we want to obtain realistic results, we should use this technique. For games with a drawn style, we can also choose to model in 3D cartoon style, animate and render; or directly create vector graphics (see Vector drawn 2D games).

The other most common drawn technique, pixel by pixel (raster), is not so useful if you want realistic graphic...

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Vector sprites drawing for 2D Games

April 9, 2014 DevBlogDownloads  2 comments

Vectorial Drawing for Games

In the next posts, we will discuss different techniques in creating 2D games. Specifically, today we will talk about vector graphics.

At this point, we must distinguish between a picture that is painted in vector way and a sprite that is the result of a vector image.

Nowadays it is common to draw animations using vector drawing. Since a vector drawing can be resized without loosing quality, it helps us to adapt the sprites to any screen resolution. Besides being an easy method of painting, it is also an easy method for animation (e.g. a tutorial here).

Once we have performed the vector drawing...

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Rendered Isometric Mountains

February 16, 2014 DevBlogDownloads  No comments

Isometric Mountains Sprites Videogames

Once the map is beginning to take shape and already created the rivers and roads, it is time to move to the mountains.
There are several ways to create isometric mountains. For example, we can draw them in code with the following elements:

- A base texture: For example grass.
- A second texture: For example snow for heights.
- A heightmap (or bumpmap) : Where the intensity of white indicates the height of the 3D mesh and the height where the snow starts to appear.
- A lightmap (normal map if you are using dynamic lighting): Include lighting on land is expensive, we can supply the illumination ...

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