Faderhead's Fistful of F*** You

Complete Faderhead's A Fistful of F*** You 2.0

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Project is completed.
To explain it as thoroughly as I can...

I am creating character sprites.

The sprites are already made by the artist.

I am simply resizing (reducing the size) and saving the sprites as gifs.

After I save the sprites, I run the game, and the character sprites have pink pixels around the edge of the sprites.

CAUSE:

I have found that these pink outlines are caused by translucent pixels of the sprite. They merge with the pink background (you know, the one used to create the transparent backdrop behind the sprite) when I save it in gif format. This merging creates a new off-pink shade in the saving procedure and does not appear invisible because it is not the same shade of pink as the one I have set for the transparency.

My question is, what do you guys use in photoshop to remove translucent pixels?
 
I ran into that problem when I resized the Terrordrome sprites, I had to select each sprite with the magic wand, copy sprite, then convert to RGB,then turn the background black, then paste, then add a black outline at 1% around the sprite, then paste against the black background, then add pallet making sure pink is still translucent color, then invert the outlined selection and add pink to the background. I know it is a lot of work, but it is what I had to do in order to get rid of the pink pixels. The real solution though is to never resize on a pink background, always use black background for resizing because the outer portion of the image is 50% translucent and it will bleed through the outer portion of the image creating another off-pink pixel that will show up in the pallet. Its best to add the pallet with a black background and then add pink to the final sprite.
 
You need to work in indexed mode, instead of RGB.
and DISABLE transparency. 

We should probably check the image so we can give the correct advice.  If you can, post one of the images you're working with, or PM me.  It's possible you're not doing anything wrong, but the original image has some semi-transparent pixels in it, so when you convert it they are replaced by a solid colour. 
 
Pixels.png


As you can see in his mohawk and boots, there is a fine outline.
 
Indexed Mode merges all my visible layers and removes hidden layers. I would have to have a Photoshop project for EVERY sprite?
 
Yeah I knew what it looks like in game, I meant to show/send the original sprite, before you had done anything to it in photoshop and added to the game.

Two things, what are you choosing when you resize the sprites?

image2.png
You should not choose Bilinear etc. this can cause the issue
Choose 'Nearest Neighbor'.

Also when you convert to indexed make sure the Matte and Dithering options are not selected.  That will also cause this issue.
ryu.png


If you're working with multiple layers, have the Pink colour as the background colour
easd.png

then you can just hide all layers except the individual sprite you want, switch to indexed mode, save the image, then simply hit the Undo button and do the same with each sprite.  You can automate it, I just usually do it manually so I'm naming them as I go.  Also you can hide the background layer and be able to see if there is any pink junk on the sprites.

If you have more problems just send me the file so I can see for myself.  Cause there maybe semi-transparent pixels that are part of the image, you'll have to decide what colour to replace them with, or remove them completely.  This depends on what looks best.

If these pixels are not needed you can do this when you convert it to indexed mode.
matte.png


under Palette, forced palette is your global palette for the sprite with the pink background as index 0.

Under Options, in Matte choose custom and choose the pink background you're using as the colour.  Make sure it's the exactly the same as the main background.  Now when you save the image the semi-transparent pixels will be converted to the same colour as background and will not show up in game anymore.

Alternatively, (but this may not be the best result).  you can edit the master palette of the current sprites with the pink dots problem.  Change all the extra pink colours you see in the palette to the same RGB value as the main background colour in index 0.  Use this palette on all the sprites.  Now the extra pink will be removed from them, then convert them all to rgb mode, then back to indexed, choosing the forced palette option and choosing the correct pink background colour as index 0.  Also you could load your master palette again at this point if you have it ready.
 
I found an easy method that also keeps the quality. Nearest neighbor greatly reduces details (especially in the face)  and even magic eraser removes a lot of edges/details.

Using Photoshop, I simply made a pallet of the character and saved the pallet when I was saving the first sprite's GIF. I made the rest of the sprites for the character using that pallet.

Then I replaced (NOT DELETE) ALL the off-pink colors in the pallet with a darker/matching color. I made sure to keep my transparent pink. Once I was done, I re-saved the pallet's ACT/PAL file.

I opened the GIFs of ALL the character's sprites and applied the NEW pallet with the replaced colors. That did the trick without having to Magic erase or lose any detail. It changed the pink outline to a matching color and kept all the detailed edges.
 
Eh, GIFs was the format I learned with when I first started this project... And they do the trick.
 
UPDATE: Pretty much caught up to where I had restarted this project. However I ran into a problem I did not encounter before:

My remaps are not working. They worked before in 8bit mode, but since I switched over to this 'hi-res' version they no longer work. The character remaps appear as the regular color maps. Any suggestions?

Another question, can you disable the character select upon continue, mid-game? I am talking about making it so players cannot change characters after they have started a game.

And my third question is a repeater. I am doing a final run through with levels and I need to know if it is possible for a down scrolling/elevator level to have a frontpanel that moves. I have a frontpanel, but it appears stationary.
 
They worked before in 8bit mode, but since I switched over to this 'hi-res' version they no longer work. The character remaps appear as the regular color maps. Any suggestions?

Are you using remap or alternatepal command?

I need to know if it is possible for a down scrolling/elevator level to have a frontpanel that moves. I have a frontpanel, but it appears stationary.

It is possible but you need to use fglayer command like this:

fglayer data/bgs/elevatr2/web.png 10 0 0 0 0 0 0 -1 1 1

[couple time later]

Ack, setting fglayer like that did move the layer but it turns out it only show the layer once IOW it's gone after it moves up/down
 
Hmm, I will try and play around with the frontpanel and alternatepal command tonight. Thanks again for the suggestion!
 
Awesome! Alternatepal worked. I didn't know there was another command like Remap. And the frontpanel worked as well. That only leaves two big questions...

Whether or not I can disable the character select upon continue mid-game?

And is there a way to adjust the health and speed for motorcycle enemies?
 
Whether or not I can disable the character select upon continue mid-game?

The only way to do that is to force player to pick certain character at start of game with skipselect (set together with lives credits etc)

You won't see character select upon continue with this but you'll be forced to play as defined character

Another way is to use allowselect in level text. This command will only allow players to select defined characters in level if they were to continue

And is there a way to adjust the health and speed for motorcycle enemies?

Well, setting health and speed do adjust biker enemies but the rule remains the same: bikers dies on one hit and the remaining health will be given to fallen rider

If you need bikers which don't fall on single hit similar to Wings in Streets of Rage 3, you need script. Give me time to upload an example :)
 
Alright, thanks. I'm in no rush. I have plenty to work on in the meantime.
 
Thanks for that! I ended up removing the characters I was going to use. I had 'guest' characters from other bands that would each take a little fight to defeat. But I will be using a generic 'biker' character instead. So in that case I will just fill the level with bikers that take one hit kills. It would've been pretty cool...

I only have font, sound and enemy placement left to do.

I have the font that was used in the music video and the layout from one of the OpenBOR tutorials.

Originally I was going to reuse Beats of Rage, Final Fight and Peace Keepers sound files. But the finished game will have ALL ORIGINAL sounds.
 
The game has reached testing. Uploading some pics and vids today.

Maybe I could pick your guy's brains some more... Sorry.

1. Can you adjust the position of the High Score Screen's content?

2. Is there an easy way to add a pain animation to an obstacle without making it an enemy?

3. ...If I have to make it an enemy, is there a way to remove it from using the Body Drop FX?

4. I added the Quakeframe command to one of my character's specials, why does it only work the first time you use the special?

5. And how about the position of the 'Press Start' in title screen, can this be adjusted?
 
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