2d Godot project
Tile sets created with Photoshop
Tile maps and created with Tiled
Courtesy of Naoya Shinota.
Currently missing idle up and reeling from hit frames.
The sprites ripped from the videos are scaled up. The videos are captured at 512x384
Which gives a square resolution of 384x384. As previously mentioned all good screenshots
are at 240x240, which means the videos are scaled up by x1.6.
In order to reduce the sprites to their original size they need to be scaled down using
this modifier. In practice this means 72x72 sprites are reduced to 45x45 and 48x96 sprites
are reduced to 30x60. In order to maintain a 2^n resolution I will round 30, 45 and 60 up to
32, 48 and 64 respectively. I will begin by combining these sprites into a single sprite sheet. \
48 / 1.6 = 30
96 / 1.6 = 60
384 / 1.6 = 240
384 / 240 = 1.6
Exported Shotgun's movement animation as frames and followed a Unity tutorial to implement basic top-down movement.
Steps to export a sequence of frames from Photoshop.
- Set each frame to 1 second in duration
- File > Export > Render Video...
- Under main settings, set type to
Photoshop Image Sequence
and framerate to1
fps - Under render options set the
Alpha Channel
toStraight - Unmatted
- Click
Render
to export a sequence of images on the format image0, image1...
Strangely there are only 7 frames moving right (compared to 8 frames moving left), it also fits nicely within a 72x72px canvas. Results are fair.
Attempt to rip sprites from an original video. Each horizontal animation has 8 frames and fits nicely within a 72x72px canvas. Results are fair.
Steps to reproduce:
- Video (512x386px, 30fps) downloaded from Niconico using the nico downloader chrome plugin
- Use the take snapshop feature in VLC media player along with the increment frame shortcut
e
to capture animation frames - Open all frames in Photoshop as different layers
- Create a guide between the hips and align all images to the guide
- Crop the image at 72x72px
- Use the polygonal lasso tool to lift the sprite (and shadow) from the background
- Create a second guide at the feet and align all images to the guide
- Export a gif
Attempt to rip sprites from an original video. Each vertical animation has 6 frames and fits nicely within a 96x48px canvas. Results are fair.
Steps to reproduce:
- Video (512x386px, 30fps) downloaded from Niconico using the nico downloader chrome plugin
- Use the take snapshop feature in VLC media player along with the increment frame shortcut
e
to capture animation frames - Open all frames in Photoshop as different layers
- Create a guide where both feet touch the ground and align all images to the guide (the guide is halfway between both feet)
- Crop the image at 96x48px
- Use the polygonal lasso tool to lift the sprite (and shadow) from the background
- Export a gif
Used an online AI-based tool (cleanup.pictures) to remove sprites from screenshots with the intention of using the clean background images. Results are excellent.
Tidied up some ripped Cissnei sprites using a level adjustment filter in Photoshop to remove the blue light and then running it through Waifu2x to enhance the images. Results are poor.
Sprites shared by obesebear
on the qhimm.com forums
Experimenting with ESRGAN (Enhanced Super-Resolution Generative Adversarial Networks) to enhance the screenshots using a ML neural network.
ESRGAN sample projectCupscale ESRGAN UI wrapper- Waifu project with model trained on Anime images
- Waifu2x-caffe a Waifu UI wrapper
- The ideal settings to emulate the waifu demo website
The below screenshots are the before and after an upscaling with the waifu2x model using the Windows desktop tool, (with the specific settings) mentioned above. I like the final result, it has a cel-shaded look to it.
All quality screenshots are at 240x240px. But when trying to recreate a scene the tiles appear to be 26x26px (which isn't the typical 2^n) and the overall map is either 260px (or more likely 256px) and then the scene is cropped 16px from the left and 18px from the top.
I've double and triple checked the tiles as a game on a low powered machine should be running optimal tile sets, but the tiles are lining up. Strange???
The below screenshots were taken at 200% zoom in Photoshop
magic casting 17 idle up 4 idle side 3 idle down 4 injured run down 5 injured run side 6 phone 1 run down 8 run side 9 run up 8 attack side 7 attack up 8 attack down???? 8
total 88
12 rows of 8 = 96 11 rows of 8 = 88
running up 7
running down 7
running side 7
idle up
idle down 3
idle side 4
shooting up 5
shooting down 4
shooting side 5
total 42
6 rows of 8 = 48