I recall seeing a screenshot of someone resizing the Sonic stand frame back into the original 320x224 resolution. I loled and continue browsing the internet. Then I see a comment like that again.
The game will definitely be using a resolution larger than 320x240—that's a given. I prefer 640x480, personally, but 3x size seems to have reasonable detail whilst not alienating everybody who uses 1024x768 resolutions. Realize that the proportions aren't changing—only the level of detail. I guess it couldn't hurt to have a widescreen option or something for certain resolutions, though.
<!--quoteo(post=190745:date=Apr 26 2008, 06:57 AM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 26 2008, 06:57 AM) [/quote] My god, we have to restart Tails from scratch! :O [/quote] Definitely.
Yeah, scale is pretty irrelevant here. In fact, it might behoove you all to just work at a ridiculous scale for the sake of impressing people.
Um... if Tails is already a vector why don't you just shrink him slightly? I think he looks fine, and since you are working at a single-pixel level you should be able to get away with it with no problems.
<!--quoteo(post=190758:date=Apr 26 2008, 01:16 AM:name=Chimpo)--><div class='quotetop'>QUOTE (Chimpo @ Apr 26 2008, 01:16 AM) </a>
For when we do an Eggman thread, I suggest not only doing Eggman himself on there, but also all his boss vehicles, too. And while I've [hopefully] got all your attention on Eggman, there's still some unfinished business I've been waiting for people to do with him:
Here's a random sketch of the waiting animation. I don't know if your doing the same method, as yarharhar, but if you are hope this helps. If you want anymore of the sketches, let me know. I'm happy to make more. EDIT: Here's a crappy animation.
About the mustache color, and since you've also posted the last modification I made from Vincent's, I had already posted another version with a darker mustache, different foot, etc. Here's what I posted back then (but a new topic might be nice to keep things organized): <!--quoteo(post=187177:date=Apr 5 2008, 05:42 PM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 5 2008, 05:42 PM) Basically: -Right hand removed. -Head and mustache shape. -Left foot, leg and nearby shadows. -Right leg and foot made a bit less stiff. -Trouser line made less curve. What do you guys think? Bigger version here: [/quote]
Thanks for the help Jimmy, but I don't use the "Yarharhar"'s method anymore! Vincent's method: 1)Scale up the original frame as big as you can for fitting the entire project area. 2)Give it a 25% opacity and block it (to prevent it to be selected) 3)Draw over the original sprite in total 3 parts: in order 1)head 2)body 3)legs (I add hands and details only after this) 4)Continue elaborating vectors until it has the right form. 5)Unblock the original frame and return back the opacity of 100% 6)Move it on the left side uncovering the traced vector work. 7)Zoom out often to compare both original and HD version 8)Refine your work adding shades and details. Repeat 7 and 8 until you like it. I believe it's really a matter of finding a personal way to do this, however if anyone is interested I can make an illustrated tutorial. Just let me know.
That sounds like an awesome method Vincent ^^ Edit: An illustrated tutorial might prove useful if you have the time for it
<!--quoteo(post=190745:date=Apr 26 2008, 06:57 AM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 26 2008, 06:57 AM) [/quote] My god, we have to restart Tails from scratch! :O [/quote] Fuck, I laughed. EDIT: Fuck, I'm still laughing.
MNG support was dropped for Mozilla, Firefox & co. and was replaced with APNG, which is backwards-compatible with PNG: programs that don't handle APNG will just show the first frame of the animation, and the animation can skip the first frame, which can then show a message or anything else. However, APNG is not a "standard", but it is documented. Also, I think MNG can do more than animated PNG.