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Which art program do you use?
Paint Shop Pro (version 4 or less)
4%
 4%  [ 1 ]
Paint Shop Pro (Version 5 or more)
8%
 8%  [ 2 ]
Photoshop
20%
 20%  [ 5 ]
Deluxe Paint
0%
 0%  [ 0 ]
Autodesktop Animator
4%
 4%  [ 1 ]
Neopaint
0%
 0%  [ 0 ]
Ms Paint/Paintbrush
8%
 8%  [ 2 ]
Any Game Maker built in tools
0%
 0%  [ 0 ]
Other (Please post and specify)
54%
 54%  [ 13 ]
Total Votes : 24

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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Tue Nov 16, 2004 6:36 am    Post subject: [quote]

DeveloperX wrote:
heh whatever. can't read what you're saying, lol.


It's this thing called Unicode. It seems that the vast majority of people who use computers don't speak/read English.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Nov 16, 2004 6:42 am    Post subject: [quote]

Either DevX is using a broken web browser, or he just doesn't have the right font installed. Or phpBB doesn't properly handle unicode.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Tue Nov 16, 2004 8:16 am    Post subject: [quote]

I voted for "other".

I'm basically using two programs.

1) To pixel (small) images I'm using "Drops", a very simple selfmade painting tool:
http://www.simugraph.com/drops/

2) To render images, I'm using the Persistence of Vision Raytracer:
http://www.povray.org
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Tue Nov 16, 2004 10:46 pm    Post subject: [quote]

It's already been mentioned that there are good pixel art apps out there already, but if you're still going to try and do it, one important thing you need to do is get rid of the stupid paletted-only limitation. Most quality pixel art apps are 8-bit indexed only, and there's really no good reason for that - we're dealing with 2-3 GHz processors and a gig or more of RAM in common development machines, I don't think it's unreasonable for a pixel art editor to at least support working in true-color with full support for all the traditional palette tools. Truecolor->indexed conversion is possible to do at realtime or near-realtime speeds on modern processors, even with high quality levels.

</soapbox>
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Wed Nov 17, 2004 4:57 am    Post subject: [quote]

Personally I tend to prefer paletted pixel art applications over true color, even though all of my actual games use true color. It's a question of power and control. In a paletted application, you can be sure that you only use "valid" colors, and you can change the appearance of the whole image just by editing the palette. In true color, you often end up with many very similar colors, which makes conversion to indexed color a bitch and palette editing impossible. True color makes thing easier for the programmer but harder for the artist. And I am saying this even though TileStudio, my tool of choice, is true color only.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Wed Nov 17, 2004 6:11 pm    Post subject: [quote]

Rainer Deyke wrote:
Personally I tend to prefer paletted pixel art applications over true color, even though all of my actual games use true color. It's a question of power and control. In a paletted application, you can be sure that you only use "valid" colors, and you can change the appearance of the whole image just by editing the palette. In true color, you often end up with many very similar colors, which makes conversion to indexed color a bitch and palette editing impossible. True color makes thing easier for the programmer but harder for the artist. And I am saying this even though TileStudio, my tool of choice, is true color only.
The issues you mention are problems with individual true color editing software, not with true color itself.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Wed Nov 17, 2004 9:37 pm    Post subject: [quote]

Rainer Deyke wrote:
In a paletted application, you can be sure that you only use "valid" colors, and you can change the appearance of the whole image just by editing the palette.


Photoshop - and probably other 'RGB' apps, too, like gimp - give you the best of both worlds - you can sketch whatever you like in RGB mode (24-bit), and then bump it down to indexed and back. It will let you optimize the palette or force the graphic to conform to some pre-existing palette. You can view the palette and modify the colors, and you can pull your palette out as a floating window for eyedropping, and you can even have two color slots of the exact same RGB values (say, for special tricks with palette animation). When you're drawing in index mode, it forces the colors to conform to the palette, and when you're drawing in RGB mode, you can stretch outside the palette. Makes it very easy to create indexed pixel art.

But nowadays, unless you're in an extremely tight memory situation, you can probably afford to go 24-bit on the color and have more detailed and rich graphics. You're probably better off drawing new tiles rather than just color-shifting old ones, anyway - most players would rather the goblin general look more imposing than just being a red-tinted version of the goblin grunts.

In terms of desired features for a pixel editor, the thing that I use a lot in my engines is the idea of an alpha channel for defining varying levels of opacity for the pixels. If you're using indexed mode, generally opacity is defined as holding back one color slot to be defined as "transparent". But this doesn't let you make ghosts that are semi-opaque, or shadows that don't completely obscure what they are cast over. Unfortunately, it's a tricky thing to make an intuitive interface for alpha channels, because there will invariably be confusion between "painting opacity" and "painting color with opacity". But Photoshop does an admirable job for me, so that's what I use.

(By the way, for those of you on a budget, Photoshop Elements is a much cheaper alternative to the full-blown Photoshop. Unless you work in the print world, or need to do hard-core channel manipulations, Elements doesn't leave out any Photoshop features that you would probably need.)
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Thu Nov 18, 2004 3:14 pm    Post subject: [quote]

pp256 for pixelgraphics
photoshop or paintshop pro for anything else. Wuffla.
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PhyrFox
Tenshi's Bitch (Peach says "Suck it!")


Joined: 19 Nov 2004
Posts: 64
Location: New York, USA

PostPosted: Mon Nov 22, 2004 7:52 pm    Post subject: Image editors [quote]

I find that MSPaint will quickly get my stuff up and running, giving me access to primitive pixel drawing (which most other image programs seems to think is useless). Otherwise, I find myself using Gimp, which is free, powerful, and able to export into whatever format I want. I could even write a file-export plugin to define my own file format if I wanted to, which would be useful for, say, writing to a propriatary format that some engine or other might need.

PhotoShop isn't a bad idea for those who have the money, though. I've played with it on several other systems back in the day, and it's definately a solid program that has a lot of usability, more than most of the other programs written out there. Still...

I'll stick with Gimp. It likes me and I like it.

~= PhyrFox =~
http://www.gimp.org/
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