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Messages - redballoon
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1
Pixel Art / Re: New ZX Spectrum loading screen for Ghosts'n Goblins.
« on: November 07, 2012, 07:55:31 pm »
Wow, ease up there. You've misunderstood my point! I was directing people to the Top 100 as it was easier to show the various styles including the dithering method used - not because I want to get into a Top 100!!

2
Pixel Art / Re: New ZX Spectrum loading screen for Ghosts'n Goblins.
« on: November 07, 2012, 07:22:14 pm »
Oh yeah, there is truth to Helm's words  :)
It's funny you should link to that ZX Art site, which I'm also part of, and those examples you gave do show off the style he recommends....but have a look at the Top 100. You think I dither too much? ;D
It's all wonderful stuff and shows what you can do on a Spectrum, sure, it might not be to everyone's taste...

3
Pixel Art / Re: New ZX Spectrum loading screen for Ghosts'n Goblins.
« on: November 07, 2012, 03:24:50 pm »
I see what you're getting at, it's food for thought.
There is one problem with your quick edit, though, in that you have bright and non-bright pixels of the same colour which isn't possible with the ZX Spectrum attributes. The 2 colours in the 8x8 attribute both have to be bright or not. That means, for example, you cannot have an attribute with bright white and dull cyan or bright cyan and dull cyan. Therefore, the colours on Arthur's armour in your exit just can't work and that's where dithering comes in.

The Spectrum games themselves were mainly done in mono because if the attribute display and as a 'culture' it was pretty much all we had, y'know? And that has always caused a 'backlash' as such with mono graphics, not that there's anything wrong with mono graphics, you understand.

4
Pixel Art / New ZX Spectrum loading screen for Ghosts'n Goblins.
« on: November 07, 2012, 08:03:17 am »
A few weeks ago, I had decided that I would go through some Spectrum games that had truly woeful loading screens and redo them, hopefully making them better. Along with is, my idea was to blog the whole creations from start to finish showing how I went about creating each loading screen.

I decided to choose Elite's software's conversion of Capcoms Ghosts 'N Goblins.
The game itself may not look pretty but played pretty aces. But the loading screen was awful.

So, after hunting around, I found that I really didn't like most of the original promo artwork from Capcom and so got to looking at their artwork for Ultimate Ghosts 'N Goblins. That's when I found this which I decided to use for the new ZX Spectrum loading screen :



After 2 weeks off and on, I finished this afternoon, and here it is. 2 versions, one without the logo and one with. I can tell you, it's been a real challenge.

 

Hope you like it.



And, here's a time-lapse animation of the creation of the loading screen.


5
Pixel Art / Re: Slouching Mario - WIP, C+C
« on: June 29, 2012, 02:43:15 pm »
I'm not at my notebook and using my phone so I can't do an edit, but if Mario is depressed could you not do a typical Mario cloud or Lakitu in his cloud hanging over him? Y'know like how depressed people are sometimes drawn with a heavy rain cloud hanging over them?

6
Pixel Art / Re: Berzerk - ZX Spectrum update
« on: April 20, 2012, 09:02:35 pm »
Okay, thanks for the feedback so far. I've still to get to the sporadic floor tile and will try the different colours rather than the yellow tile. In the meantime, here's some further pieces, unfortunately with the full on yellow floor tile, but I'll get to that. Considering maybe even venturing outside, so the inclusion of trees and grass, but only if memory is available.





I did this disk graphic for it for saving the game.


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Pixel Art / Re: Berzerk - ZX Spectrum update
« on: April 16, 2012, 08:46:04 pm »
Yip, I do like that idea. It's funny that I gave almost that same advice to the graphic artist of another ZX Spectrum game currently in progress, yet couldn't see the same the solution for myself!

8
Pixel Art / Re: Berzerk - ZX Spectrum update
« on: April 15, 2012, 10:58:37 am »
Here's the available :



So, 8 colours, but 16 if you include the BRIGHT 0 and 1 as shown. 2 colours per 8x8px and those 2 colours have to both BRIGHT or non BRIGHT therefore, you cannot have non BRIGHT yellow and BRIGHT yellow or non BRIGHT dark blue and BRIGHT red, for example. Pretty much as standard, the INK will always be black. The sprites will always pick up the PAPER colour of the background (as can be seen by the Humanoid and Robot at top left).

Yeah, I think the background could be too busy. Here's mock-ups without the floor tile in both yellow and white.



I'd rather have some sort of floor tile, though, but the thing I'll have to watch is that the bullets don't get lost in the background.

The sprites are 16x24 px in size and will have a mask (extending 1px around the sprite) so as the background doesn't show through. I'm considering having levels that venture outside, therefore, I'd have to do a grass tile (which I've got already) and that means the background (PAPER) will be the green.

The floor tile is a repeating 8x8px tile. There is no hardware sprite control on the Spectrum, everything is done by software....and it all has to fit into 48K (well, actually about 42K..or 128K, if we ignore the 48K machine and just plump for the upgraded model).

9
Pixel Art / Berzerk - ZX Spectrum update
« on: April 14, 2012, 10:34:32 pm »
I'm currently working on an update of the classic Arcade game, Berzerk, and have opted not for the direct top top-down (but side on sprite) approach. As well as giving it a graphic overhaul and a set map, I've started on the graphics. Only done a single frame for the sprites so far, they'll all have 8 directions each with 4 frames of animation. Here's the single frame for the sprites done so far, a mock-up of the game screen (no borders or score or anything) and the updated logo for the game. The vast majority of the background graphics have been finished - I must post them up later. Still got quite a bit of graphics to do.




10
Pixel Art / Re: Abobo Sprite for Double Dragon Remake on ZX Spectrum
« on: February 21, 2012, 07:57:08 am »
Yeah, i like where that's going.
It's a toughie, all right. The original version released in 1988 was a travesty therefore we're hoping this version will amend that. There's the chance to remake a lot of people's favourite arcade game and they want it as close to the arcade as possible, something that i'm trying to do, though it's not possible, as well as producing some good Spectrum graphics. The thing is, space is tight even though it will be a Spectrum 128 only game and the 2 frames animation for the upper body actually benefits us as it means we can get more of the fighting moves and other animation in which we've had to cut back on.

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