Users browsing this thread: 2 Guest(s)
How to use sprite sheets?
#1
Question 
I'm trying to make some Kirby sprite animations on scratch, but I have no clue how to get the individual frames out of the sheet. Can someone teach me how?    
Reply
Thanked by:
#2
You open the sheet in your graphics program and copy the sprites or cut them out The button or function for this is (at least for my tools) a rectangle symbol with a dashed line. After you clicked on it, use the (usually) left mouse button to mark the area with the desired sprite and use the cut button (usually a scissor symbol) or the copy button (usually a clipboard button) to "get" your sprite. Now you can paste it on another or an entirely new image.

Most graphics software also have a grid function, which is pretty useful if you want to position your sprites.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
Reply
Thanked by: TricolorGlobe62
#3
I tried cutting these out but the challenge is that they are not spaced evenly. I would recommend getting the game and mGBA emulator, then disable the necessary background elements. Start by getting the Kirby walking sprites. Have Kirby walk left against the edge of the room. Once at the edge, he won't move left anymore but will run through his walking animation frames. Take screenshots so you'll know how the sprites all line up. Now the screenshots you are taking will have truncated Kirby and not truly usable, but you can use the spritesheet you have posted above for the "good" sprites. Cut those out (i use good ol' mspaint) and make sure you make them have the same frame size. Kirby walking looks like they will fit nicely in 24x24 pixel frame. Once you get the hang of that, you can try his attack and jump and spin and all that other stuff he does.
Reply
Thanked by:
#4
You can paste the sprites from the sheet on individual images and position them manually, if that's really neccessary.
Normally, animation happens mostly with software, like a program grabbing the sprites by creating boxes around the frames, with the user typing in some positions and parameters to create movement.

But if you really want to have the 1:1 animation like it's displayed in the game and use it like a frame-by-frame stop motion, yeah sure, try out the method described above this post.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
Reply
Thanked by:


Forum Jump: