Unit design - image requirements
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- Site Admin
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Unit design - image requirements
A unit image should be:
- image should face RIGHT - the figure looks right, the horse goes left to right - as that is the default direction
- AOS/AOF: 32x32px sized (if single tiled unit) *
- AOW/AOG/AOD: 64x64px sized (if single tiled unit) *
- transparent
- compressed (see below)
- RGB colors
- Good looking: should look similar in feeling than existing units (to keep coherency of the game appearance)
- Player colored: this means there is a coloring that can be changed depending on the selected player color in the game setup (red, blue, yellow)
-> to achieve this you have pink colors to use, and the game engine will replace them with the corresponding player color.
-> You can use alpha in teamcolor!
-> Acceptable pink color shades: from RGB 255/0/255 to RGB 255/254/255 (so the green part can be any value between 0..254)
-> examples: RGB 255/100/255 and 255/20/255 and 255/135/255
- image name: name must only contain a..z, 0..9 and _ charcters, so no capital letters and no space characters either
- unit image position: in AOW/AOMW/AOG, because of roads design, ground units should start from the 16 th pixel from the bottom (to fit on roads)
so wrong image position: good image position: *: the 32 px in vertical direction can be exceeded up to 40 or even up to 64 px (eg. a long lance is emerging from the units hand upwards - like the halberdier)
Tools
Utilities:
- Image drawing: You could use GIMP for PC and Pixly for mobile.
- In Total Commander there is a plugin that shows image pixel size instantly on lists: https://totalcmd.net/plugring/wdx_ImgSize.html
Compressed:
On exporting to png please
1. turn on compression
2. and do not include
- Exif
- Xmp
- iptc
- thumbnil
if u have Gimp on "export as" there is an advanced part and uncheck everything.
Player coloring (Teamcoloring) quick way:
in GIMP you can use a tool to easily teamcolor complete image parts(without doing it pixel by pixel manually):
- you select the part u want to be proper teamcolored
- select colors/"curves" tool
- select red channel and move "curve" to the topleft corner
- select blue channel and move "curve" to the topleft corner
- (optional) if you want to make result a bit more contoured, use the Green channel and play with the curve for a better color contrast
and you are ready, the image is still "shaded" - i mean there are diffecrent teamcolor darknesses - but all pixel is proper teamcolor.
sample, changing tank turret with one shot to teamcolored
Lights, Shadows:
UPDATE: since we have rotating units (turn left and right) all shadows should also be centered, so when flipping shadow should remain on middle position.
in AOS the light should be in this angle (top.left from behind):
- image should face RIGHT - the figure looks right, the horse goes left to right - as that is the default direction
- AOS/AOF: 32x32px sized (if single tiled unit) *
- AOW/AOG/AOD: 64x64px sized (if single tiled unit) *
- transparent
- compressed (see below)
- RGB colors
- Good looking: should look similar in feeling than existing units (to keep coherency of the game appearance)
- Player colored: this means there is a coloring that can be changed depending on the selected player color in the game setup (red, blue, yellow)
-> to achieve this you have pink colors to use, and the game engine will replace them with the corresponding player color.
-> You can use alpha in teamcolor!
-> Acceptable pink color shades: from RGB 255/0/255 to RGB 255/254/255 (so the green part can be any value between 0..254)
-> examples: RGB 255/100/255 and 255/20/255 and 255/135/255
- image name: name must only contain a..z, 0..9 and _ charcters, so no capital letters and no space characters either
- unit image position: in AOW/AOMW/AOG, because of roads design, ground units should start from the 16 th pixel from the bottom (to fit on roads)
so wrong image position: good image position: *: the 32 px in vertical direction can be exceeded up to 40 or even up to 64 px (eg. a long lance is emerging from the units hand upwards - like the halberdier)
Tools
Utilities:
- Image drawing: You could use GIMP for PC and Pixly for mobile.
- In Total Commander there is a plugin that shows image pixel size instantly on lists: https://totalcmd.net/plugring/wdx_ImgSize.html
Compressed:
On exporting to png please
1. turn on compression
2. and do not include
- Exif
- Xmp
- iptc
- thumbnil
if u have Gimp on "export as" there is an advanced part and uncheck everything.
Player coloring (Teamcoloring) quick way:
in GIMP you can use a tool to easily teamcolor complete image parts(without doing it pixel by pixel manually):
- you select the part u want to be proper teamcolored
- select colors/"curves" tool
- select red channel and move "curve" to the topleft corner
- select blue channel and move "curve" to the topleft corner
- (optional) if you want to make result a bit more contoured, use the Green channel and play with the curve for a better color contrast
and you are ready, the image is still "shaded" - i mean there are diffecrent teamcolor darknesses - but all pixel is proper teamcolor.
sample, changing tank turret with one shot to teamcolored
Lights, Shadows:
UPDATE: since we have rotating units (turn left and right) all shadows should also be centered, so when flipping shadow should remain on middle position.
in AOS the light should be in this angle (top.left from behind):
Re: Unit design - image requirements
Hi
Sorry that i made the coloring
wrongly. I edited them on my mobil
phone and hoped that the colors are
the right. next time i will do it 100% perfect.
Thanks for the fast answer.
Patroid
Sorry that i made the coloring
wrongly. I edited them on my mobil
phone and hoped that the colors are
the right. next time i will do it 100% perfect.
Thanks for the fast answer.
Patroid
Re: Unit design - image requirements
Thanks for this post !
I will do my best in the future and follow these requirements.
I will do my best in the future and follow these requirements.
Thanks!
Josh
Josh
create tiles(units)
Didnt know where to post-if wrong pls correct.
Hi
Many people asked for tips and help for designing units.
Here i have a file that may help you guys.
Have fun.
Patroid
If anybody post other helping things for guys it would be cool.
Hi
Many people asked for tips and help for designing units.
Here i have a file that may help you guys.
Have fun.
Patroid
If anybody post other helping things for guys it would be cool.
- Attachments
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- Site Admin
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Re: Unit design - image requirements
good idea!
(i have moved the post here)
(i have moved the post here)
- TheBluePhoenix
- Posts: 1498
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Re: Unit design - image requirements
some doubt:1 is there a software for this?
2 How can we make units based on existing units with free hand drawing?
3 Do you ppl use a joystick or something like that to make sharp images?
4 How are the unit images uploaded in such a small dimension unlike other images
2 How can we make units based on existing units with free hand drawing?
3 Do you ppl use a joystick or something like that to make sharp images?
4 How are the unit images uploaded in such a small dimension unlike other images
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Unit design - image requirements
1) Yes. I use GIMP2, but there are others. Basically any image or pixel editor that supports transparency and RBG will work. Some good suggestions are posted here: viewtopic.php?f=17&t=525
2) Message either Daniel, patroid, or myself and we can get you practically any image of an existing unit. It is simple to use a copy/paste method to montage parts of existing images with freehand or others.
3) No, I personally do not. I don't think Daniel does either, but I don't know about Alexander82 or patroid.
4) The image size is only 32x32 pixels, so the file size is naturally smaller than others which average 256 kb.
2) Message either Daniel, patroid, or myself and we can get you practically any image of an existing unit. It is simple to use a copy/paste method to montage parts of existing images with freehand or others.
3) No, I personally do not. I don't think Daniel does either, but I don't know about Alexander82 or patroid.
4) The image size is only 32x32 pixels, so the file size is naturally smaller than others which average 256 kb.
Thanks!
Josh
Josh
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: Unit design - image requirements
4)I meant to say that when i try to upload an image it becomes very large and blur unlike a small icon
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Unit design - image requirements
What is the image size? Try uploading one here so I can see. It may be just your device.TheBluePhoenix wrote:4)I meant to say that when i try to upload an image it becomes very large and blur unlike a small icon
Thanks!
Josh
Josh
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: Unit design - image requirements
Ok i will try making an image again and post it
Also if you donot use joysticks then do you make images in large first then downscale them?
Also if you donot use joysticks then do you make images in large first then downscale them?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Unit design - image requirements
I do most of my image editing on a pc with a native size of 32x32.
Downscaling: No, not really. I have done that a little bit. Downscaling is useful to get an idea of how an image will end up looking (especially if you are using a large image as a "base"), but it will require a lot of editing. Scaling makes things look blurry, so I try to avoid it.
Downscaling: No, not really. I have done that a little bit. Downscaling is useful to get an idea of how an image will end up looking (especially if you are using a large image as a "base"), but it will require a lot of editing. Scaling makes things look blurry, so I try to avoid it.
Thanks!
Josh
Josh
- TheBluePhoenix
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Re: Unit design - image requirements
Okay so my phone cannot install any of the mentioned softwares.any software workable on an android phone?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
- TheBluePhoenix
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Re: Unit design - image requirements
Can any of the pros (alex,CG,patroid) possibly make a video explaining the complete process of making the unit from scratch to uploading it correctly in the forum
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
- Alexander82
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Re: Unit design - image requirements
I use photoshop, i think it could be better to make a tutorial for gimp users (being a free software).
Age of Fantasy design leader
Re: Unit design - image requirements
For mobile devices, patroid and I use Pixel Art. (it's free) But working on mobile is much more difficult.
As for tutorials: sorry, I do not have the ability to screen record. You would have to message patroid for that.
As for tutorials: sorry, I do not have the ability to screen record. You would have to message patroid for that.
Thanks!
Josh
Josh
- TheBluePhoenix
- Posts: 1498
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Re: Unit design - image requirements
Maybe if you have 2 phones or a friend who could record , you could
From Where can i download pixel art
I will try surfing anyways
From Where can i download pixel art
I will try surfing anyways
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Unit design - image requirements
What about making a gimp tutorial? To show off the process whic then could be done on phone.
For PC a good screen recorder (free), what many youtubers use is Fraps.
For PC a good screen recorder (free), what many youtubers use is Fraps.
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- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: Unit design - image requirements
Cool guy has already started making them. He has even completed making 1 tutorial on pixel art
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Unit design - image requirements
Does he uploads it somewhere or sends it to you via email?
This is Hungary and winter is coming.
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: Unit design - image requirements
He sent me via email. It was very good but very basic. He is trying to make a full fledge uploadable version of it
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Unit design - image requirements
Yes, but unfortunately the free version of Fraps only allows 30 seconds of recording at a time, which obviously will not work for an image editing tutorial.balint wrote:For PC a good screen recorder (free), what many youtubers use is Fraps.
I am trying out CamStudio.
Thanks!
Josh
Josh
Re: Unit design - image requirements
What about an eternal full trial version?
Upload it somewhere if you finished, ot might raise my drawing skills from thw 6 year old category to the 10 year old category :S
Upload it somewhere if you finished, ot might raise my drawing skills from thw 6 year old category to the 10 year old category :S
This is Hungary and winter is coming.
Re: Unit design - image requirements
What should I do if i am making a Monster that can be exceeding 32x32? example, i will make a giant but it wouldn't 32x32 size?? the image were exceeded on a tile.
I Am an old forumer here long time ago but i forgot the password and email so I registered again and here i am now.
I Am an old forumer here long time ago but i forgot the password and email so I registered again and here i am now.
- LordOfAles
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Re: Unit design - image requirements
Max size is 32x64
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- Site Admin
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Re: Unit design - image requirements
new rule in all alternatives AOS/AOf/AOW:
- image should face RIGHT (the figure looks right, the horse goes left to right) as that is the default direction
- image should face RIGHT (the figure looks right, the horse goes left to right) as that is the default direction
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Unit design - image requirements
From now ALPHA can be used on teamcoloring.
- Shark guy 35
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Re: Unit design - image requirements
Is there any programs you can recommend for mobile that I can use?
"A good plan, violently executed now, is better than a perfect plan next week".
-General George S. Patton
-General George S. Patton
Re: Unit design - image requirements
For making images? Just Pixly.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Puss_in_Boots
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Re: Unit design - image requirements
Pocket Paint is also a powerful tool. Let my software of choice be known.
OLÉ