Documente Academic
Documente Profesional
Documente Cultură
by Dov Sherman
First Released on the Ides of March, 1996
Updated June 11th, 1999
Contents:
Some Definitions
Selecting Your Subject Matter
Everything You Wanted To Know About Colors
Drawing Your Base Doll
Breaking Things Up Into Levels
Viewing the Base Doll
Making Some Clothes
Positioning Objects
Locking Objects in Place
Restricting Objects to Specific Pages
Using Multi-Palettes
Gambatte!
Appendix
Some Definitions:
For the most part, most KISS artists draw the dolls and
clothes as
picture files in other formats like PCX, PPM, or IFF.
1) Direct Drawings
2) Scanned Drawings
3) Transparencies
* When you draw your base doll, keep in mind what sort
of clothes
you'll be drawing on it and what restrictions that
will put on the
way parts of your doll overlap with other parts. If
your doll is
going to wear a large, billowy shirt, you might not
be able to draw
the doll with her hands on her hips.
KISS objects like the doll and her clothing are made up
of one or more
cels. Each cel contains part of the image for the
whole object. Each
cel has a set height and any cel that is above that
height will always
appear to be in front of it. Many objects will be
interwoven so that
cels in the first object appear above and behind
certain cels in
another object. This is why it's a good idea to know
what sort of
clothing you'll be drawing on your doll. Take some
time to plan
ahead.
Once you have decided where to split your doll up, load
up your
drawing of your base doll and edit out everything that
is not part of
the first cel, the part that is most toward the front.
(In our above
example, we would want edit out everything except her
bangs and right
forearm.)
Now load up you base doll image again and edit out
everything that is
not part of the second level. You may choose to leave
in things which
are hidden by the first level. If you're not careful,
you might
accidentally edit out the joints between levels
incorrectly and wind
up with gaps. (Personally, I like to edit out
everything except what
is specifically part of a given level but that takes
planning and is
often more trouble than it's worth. The main benifit
is that you'll
be able to get a higher compression ratio for your
finished set since
you'll have larger blocks of single-color areas.)
* All cels which use the same colors, should have the
same palette
name
Now we've got the palette file and we've got some cel
files and we
want to see if they turned out okay so we need a
configuration file.
The configuration file will have 8 characters followed
by a filename
extension of "cnf". Pick something for the first 8
characters.
Usually, it's good to use the name of your doll or just
"kiss.cnf".
(width,height)
(320,240)
%palette.kcf
%emi.kcf
#0 fore.cel
#0 body.cel
#0 back.cel
(320,240)
%emi.kcf
#0 fore.cel
#0 body.cel
#0 back.cel
You can leave extra blank lines wherever you like for
better
readability. You can also add lines that start with a
semi-colon (;)
for comment lines. These comments can also come at the
end of
non-comment lines. For example:
; Emi-chan
(320,240)
; Palettes
%emi.kcf
; Cels
#0 fore.cel ; Bangs and forearm
#0 body.cel ; Head, body, right leg
#0 back.cel ; Left leg
If the colors look all messed up, you may have failed
to create the
palette file correctly or else put the wrong filename
in the
configuration file.
$0 125,11
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
Now we have the base doll drawn and we're ready to make
some clothes
for her. The shape of the clothing will have to
exactly match the
shape of the doll. Think of an outfit to draw on your
doll.
When you have the new palette set, you may wish to save
a copy of the
base doll using the new palette. Don't overwrite the
old picture. We
only want the new picture as a template to draw outfits
using the new
palette.
%emi.kcf
%sailor.kcf
But wait! How does KISS know to use the new palette
for the skirt
instead of using the default palette (palette zero)
that it used for
the body? You have to put that in you cel declarations
too.
; Emi-chan
(320,240)
; Palettes
%emi.kcf ; Palette 0 - The doll
%sailor.kcf ; Palette 1 - Sailor Suit (red, white,
blue)
; Cels
#0 fore.cel ; Bangs and forearm
#1 skirt1.cel *1 ; Front of Skirt to Sailor Suit
#0 body.cel ; Head, body, right leg
#0 back.cel ; Left leg
#1 skirt2.cel *1 ; Back of Skirt to Sailor Suit
$0 125,11
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
Once you have the item just the way you want it, go
back to your
template and make the other items of clothing. Again,
it may take
some experimentation to get the levels right.
As you make more outfits, you may find you need more
colors. Make new
palettes as needed and add them to the configuration
file. Try to
re-use old palettes when possible because you can only
use up to 256
colors. Palette zero counts as 16 colors and each
additional palette
counts as 15 more (since the first color of palettes
one and are
ignored). This means a maximum of 17 palettes.
Positioning Objects:
You may want some of the objects to stay where they are
so that the
user cannot move them. To fix an object in place, you
use the lock
field of the cel declarations.
If a page has no cels defined for it, the page can not
be accessed and
will appear as a dimmed button in KISS.
Gambatte!
Gambatte!
Appendix:
Syntax:
(<width>, <height>)
example:
(400,200)
Palette Declarations
Defines palettes used by the KISS cels. Up to 17
palettes may be
defined. Palettes will be zero to seventeen in
order encountered.
Syntax:
%<filename>
example:
%base.kcf
Cel Declarations
Defines each cel used by the KISS set, its object
number, its
palette, and the pages on which it appears.
Syntax:
#<object number>[.<lock value>] <filename>
[*<palette number>]
[:<page> <page> <page> ...]
example:
#15.20 hat.cel *2 :0 1 7 8 ;this is the
hat
Page Declarations
Defines the default palette for each page and the
positions of
objects on those pages. There should be 10 page
declarations
appearing at the end of the configuration file.
Declarations will
be used for pages zero to nine in order
encountered. These
declarations can be generated by KISS if ommitted.
Syntax:
$<default palette> <position #0> <position
#1> ...
example:
$0 125,22 * 100,0 56,22 * * * 12,192