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Messages - Lazycow
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1
Pixel Art Feature Chest / Re: Devotion
« on: September 27, 2014, 08:59:17 am »
I like the scenes, especially these in the wilderness. In the last animation, I think he should fall down straight. (looks odd otherwise)

2
Pixel Art / Re: [NES-like] GunRage
« on: April 13, 2014, 09:54:52 pm »
Great pixels, stick with NES! Interesting decision to select blue as background color, because I think most NES games seem to use black and use tiles with another palette for the sky. But then the borders need to be square and cannot be round like in your case. (which is appealing)

Another disadvantage is that blue is not very helpful in sub-terran levels. (If your hero wants to enter a cave later on. And somehow heroes want to enter caves quite often in NES games, so it might be worth to think about)

And at least the metal platforms look very fragile with sky as background, maybe you want to add a 2nd layer of metal structure behind. I tried to do a small edit, but either it's too late or that is beyond my current skill level.

3
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: March 01, 2014, 08:47:29 pm »
@PypeBros: The status display moves away when sprites touch the border?  ::) Funny idea, that could work. But the 6-sprite-in-border works too. (already tested)
@ErekT: yes, right... status display "C" is not very readable, ok lets see:


(D) Tried something different. (that's a hat and a whip)
(E) 6 sprites, all multicolor. leftmost and rightmost sprite are horizontally streched.
(E2) variation of "E": using additional raster split to show the top half of the center sprites in hires. (that's why I had to remove the grey background there) Also, this uses a different color scheme. (brown looks better, but I think grey and yellow fit better to the different color schemes in the game map)

Finally... Intruducing: The sarcophagus, Prof. Schwefel, Sarah the Bellydancer. (draft)

4
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: February 21, 2014, 01:24:28 pm »
Hi again! Finally I have time to continue with this project! (sorry for the delay) Let's see if I can finish it this time...

Meanwhile I have created some PNG converters for testing the graphics on a real C64. While doing this, I have stumbled over some problems in my old mockups:

-
old mockup - new screenshot

If each 2x2 area has the same block color, then I can use a more efficient scrolling code. (I need all CPU time I can get for the game mechanics) Seems like I can rearrange most of the graphics without major loss of detail. In the title pictures, this means that the pyramids in the background lost a color and they had to be moved a bit. And some red blocks in the bottom have to be grey. Not that bad.

If you want to take a look at it on a C64 emulator, here's the converted picture: compare3.prg


In the green cave rooms, the vines cannot be build out of hires blocks, because the green cave uses a reverse mode.  (the background color is brown here, so all hires blocks have to be brown in reverse mode) So I have to build the vines out of wide pixels.


It's difficult to cut off sprites in the playfield if they move to the borders, because the status display uses 8 sprites and there can only be 8 sprites in a row. What about building a new status display that only uses 6 sprites? (Then there are 2 sprites left for game objects in that area, which works fine)
A: old status display (8 sprites)
B: new status display (6 sprites)... boring
C: new status display (3 x-zoomed sprites + 3 normal sprites on top)... meh... I don't know... Any hits for a status display?

All these workarounds could be avoided by tricky programming. (And some C64 games are avoiding these) But sometimes, you have to be a lazy cow to save some time, otherwise you will never finish a project!

to be continued...

5
Pixel Art / Re: Need Help with Run Cycle
« on: September 17, 2013, 05:01:23 pm »
Hm, ok your animation would look like this:

Try to get software for creating a gif anim and use both legs, that should effectively double the quality of your walking animation.

6
Pixel Art / Re: New to Sprites - Need help!
« on: June 12, 2013, 10:25:53 am »
hm... what about constructing a "mockup screenshot" with all these tiles and sprites?

7
Pixel Art / Re: Gameboy Soldier - C&C please
« on: April 20, 2013, 08:24:28 am »
Haha, excellent! I would just change the legs a bit: Don't use the same animation frame for standing and walking. Like ths:



More of them!  :y:

8
Pixel Art / Re: [wip] Bilou's school : injet ahead! [c+c]
« on: March 14, 2013, 06:09:15 am »
Hm... Is "Inky" supposed to fly in the air or was that just a test?

->
I like the spit-animation, but seeing Inky moving around, I think it could be a bit more dynamic. With my humble animating-capabilities, I only could think of a small bounce, caused by the inertia of the ink.

Another thing, when Inky starts to spit, his eyes get centered again. This is a bit confusing for my eye, I would suggest doing different spit animations with the eyes looking in the correct direction.

9
Pixel Art / Re: [wip] Bilou's school : injet ahead! [c+c]
« on: March 09, 2013, 07:17:11 pm »

I would vote for that one. Now show us the ink!

10
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: February 07, 2013, 06:59:17 am »
Hi again... Yes, the project is still alive. I stumbled over some problems in the background again while creating the map with the tilemap editor.

---
old mockup / new screenshot
I have changed the brown background tiles, the bottom of the platforms and the fading area. But is it really better? Looks "fuzzier". Hm...

---
old mockup & Facet edit / new screenshot
The tiles are limited to 256 for one room, so I had to build the background with reusing tiles.

> Any inspiration for the nasty elevators and the randomly-triggering traps ?


Yup, came up with this...

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