UPDATE: Please note that SGDK has been updated since this video was created. If you are using a version of SGDK newer than 1.7, then please write "SPR_init();" instead of "SPR_init(0, 0, 0);" and it should compile fine :)
I'm a little ahead in the game when it comes to tiles and sprites. I have most of them done, for my project,at this point. But I still want to support the channel and pigsy's efforts. Thank you.
Good to hear you are continuing to make progress with your project! Once a tutorial is uploaded it is there forever, so hopefully they'll help out anyone who happens to come across them in the years to come. I hope to get more and more people into this great hobby!
Is it possible with the Sprite editor he using to mod a existing character like replace or layer Axel with Mario as a example in SoR ? A Sega Gen/MD rom hack is what I'm interested the most in this video fascinating BTW. trying to give modding a beat em up or create openbor a try for my bucket list on either the Sega Gen or DC 🙂
BTW that move isn't called "Grand Upper" but "Ground Upper" because the back of Axel's Hand touches the ground before the uppercut. Yuzo Koshiro clarified that in a video on his twitter during the 30th anniversary of Streets of Rage.
Will there be a tutorial on quantization? Making assets conform to a specific 15 color palette has always been THE major challenge in MD development. Most tools either lose details by picking the same color or use some completely different color and ruin the sprite.
The only tool I have been using is Asperite. I will be doing a lesson on how I convert assets from other systems to the MD, but I doubt that my way is the best way :)
How would you make an intro? a typical sega intro with some own animation. I tried it using Asperite, having a lot of frames, like 100.. bt when i try to import in sgdk it failes to display. Is there a limit on how many frames i can use for one spritesheet? Thanks for the amazing turtorials
Only beginning to realise the toolsets available for the Megadrive are just so far ahead of any other retro console, its insane, just found a tile editor called 16Tile that is possibly going to save me countless hours and Deflemask for music, loving this system more and more.
Sorry I have another question, when I reuse a sprite from another game, load the megadrive palette, index the colors, then create a new palette from the used colors on the picture, then compile, SGDK will return that some pixels are used from another palette which shouldn't be the case. Did you get that issue as well ?
Remember to set the palette first using data from the image and then when creating the sprite don't forget to use that same palette (so PAL3 for both for example). It sounds like that's where your problem is
@@PigsysRetroGameDevTutorials I think Aseprite has issues reindexing / remapping the colors correctly after limiting the number of colors to 64. It's ok to deal with on character's sprite but a pain on big ones, I dunno how you managed to convert them well for Castlevania...
Hello, I'm here to ask if anyone has a sprite sheet of Sonic 1 or 2 because I'm not a graphic designer and I struggle with color palettes which when I go on the internet to find sprite sheets of Sonic, have colors that are not present in the SGDK palette, so I cannot compile the rom. THANKS.
Do you have a video on replacing a sprite/character? I'm trying to put the greendog sprite into tailspin, as the developer is the same and it should be an easy swap.
Is there a way to reorganize the Mega Drive palette view in Aesprite so all the like colors are together? The bright pastels dominate visually when blended/cascading like they are.
When adding a new sprite, adding the right config (SPRITE shantae "shantae-idle-Sheet.png" 6 6 FAST 6) and compiling I'm getting a "black screen of the death" with "Adress error" as a title, does someone knows why ? My picture overall is 336x48, it should be fine, I don't understand what's happening.
If the sprite is 6 by 6 tiles, then the picture should be 48 by 48 pixels. What does the "336x48" you mention refer to? If there was an issue with the graphic you're using then the programme wouldn't even compile, so I think the issue is likely with how you have created the sprite in main.c. Memory crashes are normally due to a error with a pointer (Sprite* is a "pointer", in that it "points" to an address in memory), so I would double check there. I hope you manage to work it out :)
@@PigsysRetroGameDevTutorials Thanks for your answer, I found out the problem, I didn't define the idle animation correctly in main C. It should have been set to 0 instead of 1. Now Shantae is happily standing / animated in a sonic level lol
UPDATE: Please note that SGDK has been updated since this video was created. If you are using a version of SGDK newer than 1.7, then please write "SPR_init();" instead of "SPR_init(0, 0, 0);" and it should compile fine :)
Thanks!
Thanks for the support!
I'm a little ahead in the game when it comes to tiles and sprites. I have most of them done, for my project,at this point. But I still want to support the channel and pigsy's efforts. Thank you.
Good to hear you are continuing to make progress with your project! Once a tutorial is uploaded it is there forever, so hopefully they'll help out anyone who happens to come across them in the years to come. I hope to get more and more people into this great hobby!
👏
Is it possible with the Sprite editor he using to mod a existing character like replace or layer Axel with Mario as a example in SoR ? A Sega Gen/MD rom hack is what I'm interested the most in this video fascinating BTW. trying to give modding a beat em up or create openbor a try for my bucket list on either the Sega Gen or DC 🙂
Thanks
Cheers!
BTW that move isn't called "Grand Upper" but "Ground Upper" because the back of Axel's Hand touches the ground before the uppercut.
Yuzo Koshiro clarified that in a video on his twitter during the 30th anniversary of Streets of Rage.
Yeah
Oh, thanks :) The sound is a little scratchy, so it's hard to make out. Ive also heard people say "grandpapa"!
Great to see we're getting to know controls soon. I have a Sonic sheet ready.
I'm uploading that lesson right now!
Will there be a tutorial on quantization? Making assets conform to a specific 15 color palette has always been THE major challenge in MD development. Most tools either lose details by picking the same color or use some completely different color and ruin the sprite.
The only tool I have been using is Asperite. I will be doing a lesson on how I convert assets from other systems to the MD, but I doubt that my way is the best way :)
How would you make an intro? a typical sega intro with some own animation. I tried it using Asperite, having a lot of frames, like 100.. bt when i try to import in sgdk it failes to display. Is there a limit on how many frames i can use for one spritesheet? Thanks for the amazing turtorials
Thank you, Pigsy.
Thanks. I like your channel!
@@PigsysRetroGameDevTutorials Thanks. You are always welcome.
Only beginning to realise the toolsets available for the Megadrive are just so far ahead of any other retro console, its insane, just found a tile editor called 16Tile that is possibly going to save me countless hours and Deflemask for music, loving this system more and more.
Good video.
Thank you!
Awesome. I love Aseprite. I'm glad I know about animation secuences on SGDK now. ♥o♥)
How do you save indexed .PNG images as binary (X position) or binary (Y position) assets?
Cool
Cheers!
эх, жаль что этот канал только нашел...вот бы лет 10 назад это случилос бы...ну в либом случае поклон и благодарность автору!
Sorry I have another question, when I reuse a sprite from another game, load the megadrive palette, index the colors, then create a new palette from the used colors on the picture, then compile, SGDK will return that some pixels are used from another palette which shouldn't be the case. Did you get that issue as well ?
Remember to set the palette first using data from the image and then when creating the sprite don't forget to use that same palette (so PAL3 for both for example). It sounds like that's where your problem is
@@PigsysRetroGameDevTutorials Thanks, I'll watch again your tutorial on the palettes, there must be something I misunderstood.
@@PigsysRetroGameDevTutorials I think Aseprite has issues reindexing / remapping the colors correctly after limiting the number of colors to 64. It's ok to deal with on character's sprite but a pain on big ones, I dunno how you managed to convert them well for Castlevania...
greatttt
Thanks
Hello, I'm here to ask if anyone has a sprite sheet of Sonic 1 or 2 because I'm not a graphic designer and I struggle with color palettes which when I go on the internet to find sprite sheets of Sonic, have colors that are not present in the SGDK palette, so I cannot compile the rom. THANKS.
pքɾօʍօʂʍ
Do you have a video on replacing a sprite/character? I'm trying to put the greendog sprite into tailspin, as the developer is the same and it should be an easy swap.
Is there a way to reorganize the Mega Drive palette view in Aesprite so all the like colors are together? The bright pastels dominate visually when blended/cascading like they are.
When adding a new sprite, adding the right config (SPRITE shantae "shantae-idle-Sheet.png" 6 6 FAST 6) and compiling I'm getting a "black screen of the death" with "Adress error" as a title, does someone knows why ? My picture overall is 336x48, it should be fine, I don't understand what's happening.
If the sprite is 6 by 6 tiles, then the picture should be 48 by 48 pixels. What does the "336x48" you mention refer to? If there was an issue with the graphic you're using then the programme wouldn't even compile, so I think the issue is likely with how you have created the sprite in main.c. Memory crashes are normally due to a error with a pointer (Sprite* is a "pointer", in that it "points" to an address in memory), so I would double check there. I hope you manage to work it out :)
@@PigsysRetroGameDevTutorials Thanks for your answer, I found out the problem, I didn't define the idle animation correctly in main C. It should have been set to 0 instead of 1. Now Shantae is happily standing / animated in a sonic level lol