to anyone drawing highly detailed characters: about downscaling your sketches, what you can do is save your high-resolution sketch on a separate file, then import it to the canvas through Layer > New Reference Layer from file. this will let you shrink/enlarge your sketch to whatever size you want without actually scaling it, meaning it will keep its resolution and all the detail for you to trace over
I actually learned this *after* making this tutorial, and felt silly for not being able to mention it in the video. Pinning this for people to see, either way.
Doubt in your own ability is only natural when you start something, the key is to shut off that part of your brain and just get to it. Your channel already implies that you have plenty of experience with this kinda stuff, so all you need is to find a way to apply it to SRB2 and you should be fine. Which is good, because the SRB2 community itself is a collection of closed circles you can't exactly rely on. You're not the first content maker from outside the circles looking for a way in, and you're not going to be the last one.
I have to admit that my biggest struggles with SRB2's art style was the amount of Anti-Aliasing coupled with an amount of colors that could have easily been downsized. But after taking notes from not only SRB2 character mods but some Capcom arcade titles and other games that weren't relying on outlines as much, the cel shaded look started to click with me into replicating them with an easier understanding. There is however another method I use for sprites that may be useful for people that wanna stick to 8-Bit to 16-Bit sprites which is using a checkered background grid of 8x8 pixels wide and then multiplying that by 2x (16x16, 32x32 and so on). While SRB2 doesn't have a limitation on canvas like a game sprite stored in a cartridge's data, this can come of use for people using any software capable of spriting for a more organized setting (or if you're working with level textures or 2D tilesets as well, these are very important to keep track of). Also happy new year, Roach! May the next one come with more of your talented work that inspires so many people to do the same, evolve and do greater things with said knowledge.
This was really fun to watch and really informative, almost makes pixel art feel like a little puzzle more than anything! I've been preparing to make a Ring Racers mod the past little while and I think this is really going to help me get the lighting and details down way better than if I just went straight into it. Only thing I think I might struggle with a little still is trying to draw my character green to make sure the color options work when the sprite end up in game, but that's something I'm sure I can learn and experiment with on my own. Thanks for sharing your process!
I'll add a little note here for those few of you who use a program named *Piskel* for pixel art-ventures: from my experience, the offline version is more stable and has less issues. It's a decent freeware alternative. Have a nice day.
This is perfect. I've been wanting to finish a set of Black Eggman sprites I saw on Twitter/X many years ago. I just lacked knowledge on how to sprite specifically for SRB2. One question though: How do you prep these full-color sprites for use in-game? Whenever I look at sprites in Slade, they are all green. Do I need to convert my sprites to that format so that the game can add the necessary palette?
Conveniently, I have another video in my channel explaining why the sprites are green! But just so you know, the green sprites are mainly just for playable characters
@@MotorRoachWill you do the Super Monkey Ball characters like AIAI, MEEMEE, BABY, GONGON, YANYAN, DOCTOR, JAM, AND JET that would be cool if you add them
This is a nice tutorial for the basics but I'd like to see a follow-up that goes more in depth, specifically with the process of making a character sprite; stuff like making consistent rotations (which I CANNOT do and desperately need help with), the different body parts, proportions etc. Hard to put into words exactly what I mean but I'm sure you get me LOL
Hello MotorRoach, thank you for sharing your knowledge and process with us! Have you made tiles for SRB2, and would you consider doing a similar video?
This is something I really needed. Im hoping to make a mod of my own with this new knowledge (when I get a computer😐). Thanks a lot! Also one question, idk if you'll answer but did the srb2 yellow palette get updated because my character is a kind of orange yellowish colour.
hey mate, i have done a full sprite sheet for sora in SRB2 but i'm having so much trouble to mod him in-game, is there any place that i can learn with ease?
Aseprite is free if you go to their Github page and figure out how to compile it yourself (there should be tutorials online on how to do it). But at the same time, the purchase is very much worth every cent, and it's not even very pricey. You COULD also just wait for a sale to happen, I guess!
Hey, I have a few questions to ask you about this: -The first is: how have you done to have the colors in the palette organized? -And the second is: what format does the sprite have to be to be able to edit it? For example, I tried to edit an SMS sprite, but when I open it I get an error I hope you have some solution :)
- Aseprite allows importing palette files, and this case, I have the SRB2 palette imported - PNG is ideal for editing. GIF can work too, but PNG is more convenient
@@MotorRoach btw, i've been trying to do a pixel style in my drawings/animations recently, and i just wanna ask something. Do you think my way of making pixel-styled characters has too much anti-alias/shading in it? Best example of this is my most recent short-- 😅
to anyone drawing highly detailed characters: about downscaling your sketches, what you can do is save your high-resolution sketch on a separate file, then import it to the canvas through Layer > New Reference Layer from file. this will let you shrink/enlarge your sketch to whatever size you want without actually scaling it, meaning it will keep its resolution and all the detail for you to trace over
I actually learned this *after* making this tutorial, and felt silly for not being able to mention it in the video. Pinning this for people to see, either way.
@@MotorRoach thanks!
That's actually a really good tip thank you so much
Such a delightful surprise. Not sure If I can do SRB2 style sprites but this tut helps! 😊
I know several of your sprites and you make them too cool, and I could guarantee that you were working on a mod
Yoo haven't seen from you in a long time
Hey it's been a while! Nice to see you around still
@@KamiJoJoyou too I remember seeing your name before
Doubt in your own ability is only natural when you start something, the key is to shut off that part of your brain and just get to it. Your channel already implies that you have plenty of experience with this kinda stuff, so all you need is to find a way to apply it to SRB2 and you should be fine.
Which is good, because the SRB2 community itself is a collection of closed circles you can't exactly rely on. You're not the first content maker from outside the circles looking for a way in, and you're not going to be the last one.
I have to admit that my biggest struggles with SRB2's art style was the amount of Anti-Aliasing coupled with an amount of colors that could have easily been downsized. But after taking notes from not only SRB2 character mods but some Capcom arcade titles and other games that weren't relying on outlines as much, the cel shaded look started to click with me into replicating them with an easier understanding.
There is however another method I use for sprites that may be useful for people that wanna stick to 8-Bit to 16-Bit sprites which is using a checkered background grid of 8x8 pixels wide and then multiplying that by 2x (16x16, 32x32 and so on). While SRB2 doesn't have a limitation on canvas like a game sprite stored in a cartridge's data, this can come of use for people using any software capable of spriting for a more organized setting (or if you're working with level textures or 2D tilesets as well, these are very important to keep track of).
Also happy new year, Roach! May the next one come with more of your talented work that inspires so many people to do the same, evolve and do greater things with said knowledge.
This is great! I might give SRB2 spriting another try some time, also that Rayman 1 sprite is very cute.
I bet a lot of people have been waiting for something like this! Pretty neat.
this is gonna definitely help others, so nice!
The best pixel art tutorial I have watched. I like how you teach by using basic art theory.
Finally a tutorial for making sprites, thanks!
Im a beginner Pixel Art Artist and I just watched this for fun and actually learned a lot more tricks to make your pixel art much better!
This helps a lot, I'm trying to learn spriting after my first couple of attempts years ago. I will be looking back at this a lot, thank you.
Thank you for making this tutorial, it will help me one day I want to get started with this in the srb2 community
Now this is what I call a tutorial
This was really fun to watch and really informative, almost makes pixel art feel like a little puzzle more than anything! I've been preparing to make a Ring Racers mod the past little while and I think this is really going to help me get the lighting and details down way better than if I just went straight into it. Only thing I think I might struggle with a little still is trying to draw my character green to make sure the color options work when the sprite end up in game, but that's something I'm sure I can learn and experiment with on my own. Thanks for sharing your process!
I'll add a little note here for those few of you who use a program named *Piskel* for pixel art-ventures: from my experience, the offline version is more stable and has less issues. It's a decent freeware alternative.
Have a nice day.
Pocket adventure sprite
Instant respect
Where?
I popped off when you said banding
Nathaniel Banding every time
That's a good looking modern sonic sprite at 19:43
it's msv6
@@SpiritThePowerHog098 ik
This Helps A Lot Thank You For The Tutorial
I like the music at 11:04
Thanks for the tutorial i was waiting for this a whole time!
Finally, a srb2 modding tutorial
Omg on the perfectly time for learning man !
EL CHAVO EN SRB2 CONFIRMED
This is a really great video, this might help me out to do it's style!
Bro if you ever were to make a mod with your changes I would love it, also that modern sonic looks sick!
His updated SRB2 Sprites will come for the next update
Cool = very yes
Amazing art
This is perfect. I've been wanting to finish a set of Black Eggman sprites I saw on Twitter/X many years ago. I just lacked knowledge on how to sprite specifically for SRB2.
One question though: How do you prep these full-color sprites for use in-game? Whenever I look at sprites in Slade, they are all green. Do I need to convert my sprites to that format so that the game can add the necessary palette?
Conveniently, I have another video in my channel explaining why the sprites are green!
But just so you know, the green sprites are mainly just for playable characters
@@MotorRoach Ah so I wouldn't need to make boss sprites green. Got it, thanks
@@MotorRoachWill you do the Super Monkey Ball characters like AIAI, MEEMEE, BABY, GONGON, YANYAN, DOCTOR, JAM, AND JET that would be cool if you add them
This is a nice tutorial for the basics but I'd like to see a follow-up that goes more in depth, specifically with the process of making a character sprite; stuff like making consistent rotations (which I CANNOT do and desperately need help with), the different body parts, proportions etc. Hard to put into words exactly what I mean but I'm sure you get me LOL
I get what you mean, but that's also another whole can of worms that I'm not even sure how I would explain it!
Hello MotorRoach, thank you for sharing your knowledge and process with us! Have you made tiles for SRB2, and would you consider doing a similar video?
Not really experienced with tiles, sorry!
So real for this
This is something I really needed. Im hoping to make a mod of my own with this new knowledge (when I get a computer😐). Thanks a lot!
Also one question, idk if you'll answer but did the srb2 yellow palette get updated because my character is a kind of orange yellowish colour.
M.R. please upload, the playing every version of sf2 video had my sides in orbit
I have my RAGE highlights video in the works, so that'll be up soon!
I'm waiting it will take a week to finish modern shadow and modern sonic v6 sprite animations take a long time?!
Bro Looks like you could make a modern Amy mod with that sprite.
Perhaps I should make a Bubble Bobble Sprite Sheet (via Scratch Paint Editor). See my Ideas for "Bubblun in SRB2"
29:23 SPARKSTER‼️‼️‼️‼️
I hate to be that guy, but will that amy sprite every become real? Its SUPER WELL DONE
Hurray
Will you do the Super Monkey Ball characters like AIAI, MEEMEE, BABY, GONGON, YANYAN, DOCTOR, JAM, AND JET that would be cool if you add them
Pls link modern sonic v6 beta?
thanks
Can you please make animating it video in the future?
Hi, I just have one question. What thing do you use to..design the sprites? (I don't really know what to call it)
Aseprite
@@MotorRoachOkay, Thankyou.
Finally
I thought that you would just do what SSNTails did by making high quality drawings then downcaling them
hey mate, i have done a full sprite sheet for sora in SRB2 but i'm having so much trouble to mod him in-game, is there any place that i can learn with ease?
Wow ive been doing a lot of banding
How do you export them into slade (doom engine) or export them separately
Its best to start soriting with sonic 3 A.I.R
Do you have to buy aseprite from steam or is it free because I can't find a actual free download?
Aseprite is free if you go to their Github page and figure out how to compile it yourself (there should be tutorials online on how to do it). But at the same time, the purchase is very much worth every cent, and it's not even very pricey. You COULD also just wait for a sale to happen, I guess!
@@MotorRoach hmm I guess your right on that one.
Hey, I have a few questions to ask you about this:
-The first is: how have you done to have the colors in the palette organized?
-And the second is: what format does the sprite have to be to be able to edit it? For example, I tried to edit an SMS sprite, but when I open it I get an error
I hope you have some solution :)
- Aseprite allows importing palette files, and this case, I have the SRB2 palette imported
- PNG is ideal for editing. GIF can work too, but PNG is more convenient
so this is the 2.3
no
consegue fazer um de sonic mania e animações também?
Num mexi com Sonic Mania o bastante pra fazer um guia detalhado a respeito do estilo, infelizmente!
i love your voice
Someone gotta require some pixel art++ to do SRB2!
what ere you using to make srb2 sprites ?
Aseprite
@@MotorRoach Do I Can Draw In Fire Alpaca Or Libre Sprite
@@MotorRoach i use ibispaint to make sprites 🥲
I don't have a computer 😔
What software do you use?
Aseprite
@@MotorRoach thought that’s what it was, looks kinda different though thx
@@theshredshow2639 You can add download themes for Aseprite. I'm using the Minimal Dark HD theme
@@MotorRoachoooh ok
man i wanna make a cream mod but i cant code or sprite
There is one i think
Where are those modern sonic sprites from
I made them
EL CHAVO DE 8?!
Eso eso eso
Foi vc que criou a fan game sonic robo blast
Não, eu só sou um dos artistas no presente!
name app (program) ?
Aseprite
@@MotorRoach c: okey
How many times did you say "Anti-Alias" in this video-
Twenty one times!
@@MotorRoach btw, i've been trying to do a pixel style in my drawings/animations recently, and i just wanna ask something. Do you think my way of making pixel-styled characters has too much anti-alias/shading in it? Best example of this is my most recent short-- 😅
Link mod please!
You do realize that these are sprites?
And who's to say it wasn't turned into a mod?
@@Sonic4sux this is a tutorial for spriter it not going to be a mod