Difference between revisions of "Goonstation Spriting Guidelines"

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(Remove this link discussing patch guidelines, now that patches are out and PRs are in. Add Goon Dev Guidelines when I make them)
m (Turned into disambig-style page so it doesn't need to be updated to stay up to date)
 
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Adapted from the [https://hackmd.io/@ZeWaka/goonsprite Goonstation Spriting Guidelines hosted on HackMD].
For the guidelines document, see the [https://hackmd.io/@ZeWaka/goonsprite Goonstation Spriting Guidelines hosted on HackMD].


This wiki's [[Spriting]] page also has more practical advice, such as how to make an .dmi.  
In addition, this wiki's [[Spriting]] page also has more practical advice, such as how to make an .dmi.
 
==Basic Style==
 
*New sprites should be in ¾ perspective. Example [https://i.imgur.com/tU8mmeR.png here].
**Handheld item sprites should be shown side on, see tool and gun sprites for examples of this.
 
*Keep colour palettes simple and where possible sample existing colour palettes to create consistency within departments.
:*Hue shift your shadows and highlights. Example:
:<img src=https://i.imgur.com/9iGrBo9.png">
:*Do not use straight black for outlining, instead use a darkened version of the colour at the edge of the sprite. Example:
:<img src=https://i.imgur.com/eUL0qTx.png">
:*If you just shrink a jpeg and submit that you’re fired. Do not something like the old pancakes sprite: [[Image:FoodPancakes.png]].
 
*Unique in hand sprites are encouraged for every new item, this is especially true for items that need to be visually identified in combat.
 
*Referencing popular culture is allowed but try to be subtle about it. Commonly available content should be original.
 
*Icon states should generally be centered on the middle of the canvas.
 
*Keep the use of your sprite in-game in mind, it’s difficult and frustrating to click tiny sprites or sprites with 1px holes in them
**To fix this, add a transparency 1 pixel in the hole.
 
*Try to keep scale in mind in general. Things don’t need to be actually proportional, they just need to “feel” right in the game.
 
*It’s good (but not mandated) to distinguish different objects by more than just color if possible, to accommodate the colorblind.
 
==Implementation==
 
*Keep the names of your icon_states simple but descriptive.
 
*Use already existing .dmi files that fit your purpose if possible.
 
*Use the <code>widthXheight</code> files (ex: 120x120) for larger-than-normal sprites.
 
==Meta==
 
*Do not be precious about your work. Be open to criticism and change both from other developers and players.
 
*Most untrained people can visually identify when something looks wrong or bad, it’s your responsibility as the artist to parse that criticism and find a solution.
 
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{{Community}}

Latest revision as of 04:30, 9 December 2020

For the guidelines document, see the Goonstation Spriting Guidelines hosted on HackMD.

In addition, this wiki's Spriting page also has more practical advice, such as how to make an .dmi.