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Forums > C64 Pixeling > UFLI - Behind the scenes
2006-05-10 08:18
jailbird

Registered: Dec 2001
Posts: 1578
UFLI - Behind the scenes

I thought about opening this topic to have a sensible discussion about C64 pixelling for a change. UFLI in this case. I'm still testing the editor and basically like it very much. So first of all, I'd also like to encourage other graphicians to have a try - noone said yet that it's a smooth, well designed editor with a surface that could bring a of lot of fun, even for the beginners. The tehnique is actually not die hard to learn as it looks at the first sight, and as I see, with a lot of practice a good skill level could be achieved. Secondly, I'd like to discuss the different UFLI tehniques, to share the experiences. And I'd especially like to hear some tricks from the UFLI-master himself, Tch! ;) Anyone into this? Tch, Deev, others? :)

 
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2006-05-12 11:41
Deev

Registered: Feb 2002
Posts: 206
I have to say that after spending some hours using the editor over the last few of days, I am starting to like this format more.

If we're talking tips, I find that setting the outline colour of the 'ink' pixels to something that really stands out makes it much easier to instantly recognise these pixels over the background pixels.

As Tch has mentioned, the nibble tool is also very useful and I've been using it quite a lot. I find the ability to import Art Studio files quite helpful as this format makes planning and doing outlines a little easier.

I don't think anyone should be put off by the fact that UFLI initially seems quite technical. I think if you spend some time becoming familiar with it, it is quite a simple concept.
2006-05-12 16:03
DeeKay

Registered: Nov 2002
Posts: 364
Yeah, the EOR-Nibbleswap-Key is there for a good reason! ;-))

For other interested people: This key is used when you notice that the sprite-pixels are one hires pixel off, by swapping the priority you can cover the half of the 2x1 spritepixel that you intend to.

It's the only command that saves you setting pixels manually besides clear and fill sprites, so the editor really is very very basic, hehe! ;-)

The nibbleswap-tool is even way more important in UIFLI, because there it quite often helps avoiding some problems through using alternate priorities but identical colors in both pictures!

Crossbow also added a key to swap the colors only in the UIFLI editor, he really insisted on this, don't ask me why, I've never actually used it! ;-)

I did insist on the Adv.Artstudio import function (my hires paintprogram of choice!), because not even I was willing to do EVERYTHING in UFLI like TCH does! ;-) So i did my outlines in Art Studio until i was satisfied with the layout and then continued in the UFLI editor. This saves you alot of work when you realize halfway through the picture that something is just way off! You do NOT want to change this in UFLI! ;-)

I've always found it most easy to explain UFLI to outsiders when you tell them that the picture is basically made up out of three layers (8x2 paper pixels 2x1 spritepixels and 1x1 ink-pixels), and that you can use the editor to paint on the individual layers!
2006-05-12 17:08
Oswald

Registered: Apr 2002
Posts: 5127
I'm getting more and more the impression that ufli with expanded multicolor sprites could be of use :)
2006-05-12 18:01
DeeKay

Registered: Nov 2002
Posts: 364
Quote: I'm getting more and more the impression that ufli with expanded multicolor sprites could be of use :)

What for? you would have awfully huge 4x1 pixels, this would totally clash with the high resolution used on the ink pixels!
You couldn't use the Sprites for Antialiasing, because there are only two pixel-boundaries in one char! You also couldn't do the single-pixel hires outlines with different color inside and outside that i was talking about above, because the pixels are too fat!

With Interlace there may be some use in it, but with one frame only? Na-ah, atleast not for me! <:-)
2006-05-12 18:15
Deev

Registered: Feb 2002
Posts: 206
After thinking about it a little, I agree with Deekay.

There may be ocassions where it would be of use, but mostly I think those 4x1 pixels would be too large. The graphician would regularly have to use the 1x1 ink pixels to stop the sprite pixels looking so blocky, but as there would still be a limit of 1 colour per 8x2 for the ink, it would be difficult to do this with more than one sprite colour, making the increased selection mostly useless.
2006-05-13 06:05
Oswald

Registered: Apr 2002
Posts: 5127
look at those ugly 4x1 pixels :P ;)

2006-05-13 10:02
Melkor
Account closed

Registered: Apr 2006
Posts: 11
The mixed layer would not look like that.
The diagonal blue line would have two cyan pixels in it.
And the black diagonal line would have two gray pixels in it.
Or am i missing something?
2006-05-13 10:12
Oswald

Registered: Apr 2002
Posts: 5127
aw yes I've fucked it up :D
2006-05-13 15:04
DeeKay

Registered: Nov 2002
Posts: 364
Besides: The "mixed layer" could be done in UFLI with only the exception of the cyan pixels being 2-pixel wide! <:-) If you leave out the one cyan pixel in row 3 you could even get the black dithering all the way up to row 3!

2006-05-13 16:47
ptoing

Registered: Sep 2005
Posts: 271
I have been looking into this mode because i find it quite intruiging. My question is, and this might sound daft (excuse me i am no coder), but why can't each sprite have a different colour, why are they arranged in columns?

My only guess is memory issues?
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