On the left is a silhouette (shadow figure). One of the basic rules of animation is that if your character were a silhouette, the viewer should still be able to tell what they're doing. Now this can't be a rule set in stone when you're working on videogame graphics because in animation if you wanted to show someone messing with their tie, you could do it from any angle...But on a videogame sprite, you have specific angles to work with and have to adapt. The general principle, however, is something to keep in mind. It's also the basis for planning out your sprite with a silhouette. When you're doing an animation, you may want to do each frame this way so you can be sure the character reads nicely to the viewer's eyes. The silhouette is just a very rough, quick figure. It's used simply to get a general feel for what the character's pose, height, body structure, etc. will be.
On the right side is a scribble man (heh, technical term there). I use these sometimes because they're a little more clear than the silhouette, and a bit faster to make. It's basically just scribbling out the general form of the sprite so you know what limbs go where and everything. It serves the same purpose as the silhouette, but allows you to get a little more detail in showing which arm is is front and where muscles would go and such. It's not BETTER than the silhouette, of course...It's just another method you might want to try. The drawback is that since this is basically what you do when you're hand drawing (planning out the pose first), you need to be able to handle the mouse a little better, because you're drawing out specific details. With the silhouette method you can start with a blob and swipe away pixels or smudge some in. Anyway, try some different things and see what works well for you.
For this tutorial, I'm going to use Photoshop 4.0 but I'm going to try not to get too tech-heavy. When I'm talking about anti-aliasing and other things, they're generally universal in paint programs...In the program you're using, you'll probably have to search to find the same things, but they'll probably be there. An important thing to note, however, is that Photoshop is generally NOT good for doing sprites. The reason is that a lot of games use palettes for everything, and Photoshop pretty much bites for specifically altering and organizing the palette. This is purely because Photoshop isn't really built for this purpose...first and foremost it's supposed to be used for modifying photos and making illustrations and that kind of thing. Palette manipulation doesn't really play into that, so it's pretty crummy for doing sprites in. If the game you're making has no palette (most PC games are like this whereas consoles (Game Boy Advance, Game Boy, SuperNES, Genesis, etc.) use palettes) and you don't have to worry about how many colors you're using and which spaces on the palette you need to use, then Photoshop is fine for doing sprites. I like to use Photoshop for practising sprites because I don't have to worry about setting up each color on the palette and everything that I would if I were using a palette-based program. Anyway, the sprite I'm going to do for this tutorial is going to be done in Photoshop because a lot of people have it and we don't have to worry about palette restrictions or anything which will make explaining a lot easier. I'm also going to use a hand drawn picture to start with, because that's what Capcom does and it's a nice method:
