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Messages - snake
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231
Pixel Art / Re: Summon Dragon - "Ma"
« on: August 03, 2006, 02:14:21 pm »
Hmm... I think that you should maybe change the hue on either the brown/orange or the green. The way they are now, they are about the same hue and not mixing very well. If you want to create colour harmony between reds and greens, one of them needs to be a darker colour with a blue/gray hue and the other a lighter colour with more saturation.

This one is a bit tricky though, as the green is both its belly and the fire on it's head. I guess you could have a dark green belly and a light orange with an even lighter green fire, or a dark orange with a glowing belly? It's hard to say which side is more dominant since theres a lack of definite highlights and an even intensity in colour on both sides. If I am to get picky though, I do find it a *little* strange that there are so few shadows generated by the live flames it's got. Nothing big though.

Keep it up :)

232
General Discussion / Re: The Future Of Pixel Art
« on: August 03, 2006, 01:59:02 pm »
same set of reasons people use any outmodded technical method to make art: because it's charged with specific aesthetic properties that are not there in digital painting. I suggest you think about what those might be.

I agree. I was in no way implying that pixel art has no value other than it being favored by indi developers. Pixel has a very distinct feel to it that I am very much fond of. For example, one of my all time favorite adventure games is Police Quest for just that reason. The game had some incredibly blocky graphics, giving room to your own interpretation. You can't get that same feeling with more painted media. I was mainly focussing on its position in games-development.

In light of ptoing's comment, i did find this: http://www.petterbuhagen.com/ Check out 'current' and 'previous'.

This guy has made an exhibition of old Nintendo pixel art with hand painted pixels on walls and montages. If this is the best way to go is open for discussion.

233
General Discussion / Re: The Future Of Pixel Art
« on: August 03, 2006, 12:12:28 pm »
I've tried to put a little thought into this before posting, it's been going through my head a lot the last couple of days.

I think we can all conclude with one thing: Pixel art will not die. I have yet to see a single artform dissapear no matter how endangered it may be.

Now, I've read the suggestions that we need to promote Pixel art as an artform to preserve and educate. While this is a good idea in many ways, it's not as simple as that. Pixel art is in all respects a digital medium and can be regarded as the very basis of all digital art (that it's made out of the most basic part of digital visual media: pixels, and that it was the first digital media computers could produce. This includes text.) As many of you are aware, digital art is usually frowned upon by cometees of 'finer arts' unless its printed on a peace of paper or in physical form. If pixels are not shown on some sort of screen, the purpose and basis of the pixel piece shown is changed (meaning, for example, that it is no longer digital in the same sense). Also note that pixel art, like all the other art forms when they originated, is a practical art style. It was and still is made to do a job, be it to show icons on your PC or to show a character in a game.

Of course, putting a printout or a screen showing pixel pictures on display at, for example, a museum would help shed some light on pixel art, is it a good idea to let it evolve as an artform rather than an active tool? First of all, as I understand it we still don't have a pinned down set of ruled defining what exactly is to be defined as 'pixel art'. The view that the common man has about pixel art usually goes along the lines of: "a picture made of dots on a computer" or "what people use when the machine isn't good enough for 3d". It's a good idea to educate the common man, but if the view of pixel art shifts from computer generated art to a fine artform, then pixel art is going to evolve in that direction. If you were to make a large, grand pixel picture and put it up for display, it is going to look stunning. Personally however, I don't feel that this is what pixel art is meant for and partly the reason Digital painting was made.

But let's say that this is the direction that we take pixel art. I've had to learn and study modern art for 3 years as part of my general arts class, and modern artists have a tendency to stretch the borders quite a bit. There are artist that paint by hand single frames from comic books and show it off as something new due to the production method. If people start hand painting square tiles, is this still what we were hoping to show the world? One of the forms of art I loathe the most are the kind of people that paint large, messy squares on a canvas and go into endless elaborations of what it represents, how the strokes where made, why it was made and so on. This is not out of ignorance, I understand very well how and why this is done and the artist are, naturally, able to explain themselves. However, I do not like this art direction at all because it is art for arts sake. It is made by artists for artist and the only people that can judge them have to go through extensive learning to do so. So why am I mentioning this? Because that is the direction Pixel art might go if it is to be regarded as an artform by the general public. I do not want to see smeared ms Paint lines on display at some fancy house with some guy explaining that its his 'soul rage representing the horizon of hope'.

This i merely an example though. There are people who try to make graffiti an accepted artform and yet it's practitioners are still displaying it as an underground artform, keeping it alive. Personally, I would think that the best way to preserve pixel art is to have an open comunity where people are able to learn and display their pixel art, much like we do here. After all, the net is digital and so are pixels, few other artforms have it this convenient. The question that then commes to mind is: why would people still make pixels? Demand for pixel art will drop, that is a fact. Still, pixel art is still favored by indie gamers that create small scale or limited games. If there are people who are educated in pixel, then there must exist people that are willing to make something professional in pixel. If someone is able to stun another with a grand pixel piece, then interest and use of pixel will still be practiced, even if home consoles or local store PC games all become full 3d.

Well, that's some of the stuff that's been stored in my head about the subject. Might have messed up some of my explanation, but I'll leave you to make what you want of it. ;)

234
General Discussion / Re: cheating?
« on: August 02, 2006, 10:48:52 pm »
The main issue with using hand drawn things like this is usually that the styles mix. If you clearly see what part is pixel and what isn't the result can sometimes look awful, like when you put a million-colour gradient in a sprite-based pixel game. Personally, I think this looks great. Just make sure that whatever pixelart you use has a look that mixes well with the background.

235
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: August 02, 2006, 09:16:07 pm »
And here it is:



3 things that I tried to explain with this tile:

Firstly, I've figured that the green tentacle thing had to be some creatures tail (1), the dragon type lizard is actually the grown up verson of the slightly smaller lizard in the middle of the island. As you can see, it's a mom too :) (2) Lastly, notice that the lizards grow darker and get bigger limbs as they mature. Then take a look at the big lizards hand. Look familiar? Grandpa is about to snatch himself a gnome on the right. (3)

I figure they're the gnomes natural enemy. Also made the first 'Knight gnome' (soon to be ripped apart I reckon *shrug*)

Had to match up 3 different ways of making rocks, and fitting a huge lizard in there with room for the kids was not easy. I guess the mountain extends at the back for that perspective to make sense. Was thinking of moving the eye that TakaM put on the mud monster/cave thing, but as it's not sure that we'll keep it, I just left it the way it was.

Well, enjoy and all.

236
Commercial Critique / Re: Commercial Critique August: Yoshi's Island
« on: August 02, 2006, 02:06:23 pm »
Speaking of animations. One thing that has to be noted when it commes to Yoshi's Island is the was they used the Super FX chip. This enabled the SNES to do scaling and 3d sprite rotations and made it possible to make games such as Starfox / Starwing.

YI used the chip in unique ways. One of them being to animate sprites by rotating and scaling sprites. You can see that in a lot of the animations fil_razorback linked to, their limbs are slightly rotated. If you were to jump on an invincible enemy in YI, it would scale to create a bouncing effect. The Shyguys and a lot of the other enemies feet and limbs are just rotated blocks as all their walking and jumping was handled real-time by the chip. This is something that is used in Flash animation today, the only difference being that YI is not using vectors, but pixels. I would think that the black outlines helped the rotation in YI because when you scale pixels (like for example in ms Paint.) it gets messy. Since the style was already made with messy black outlines, you wouldn't notice as much.

Akira mentioned that the backgrounds are hard to separate from the foreground. I never had a problem with this as I was playing it, mainly because all stages had paralax scrolling and sometimes multiple backgrounds. Notice that for stages where the background does *not* move, like here:
and here:
, there is a very clear difference between the Player sprite and the background. The latter image also has a triple paralax star background for the black areas.

There is also a discussion wether the backgrounds were made in 'pure pixel' or if it was hand drawn and then converted into the game. I've found a few hand drawn wallpapers from YI that are pretty much identical to the backgrounds of the game, but I'm sure this documented somewhere.

237
Pixel Art Feature Chest / Re: Feature 01 - Kraken Vs. Vikings
« on: August 02, 2006, 01:36:42 pm »
Just noticed something: Why does everyone always make three vikings? Usually with one red being the leader.

We have it here, Kenneth has 'em, and I've seen it elsewhere several times before. Remains of Lost Vikings? They certainly added to make a viking stereotype, though the red guy is most likely the result of the only really international viking I guess. Erik the Red. Never mind, just thinking out loud.

Looks good so far, a few things to mention:

Like it's been said, the oars on viking boats came out though the hull itself, not on top. This only works on small boats because their edge is so close to the water. If you were to try and move a boat forward with an oar placed several meters above the water, it would hardly move at all and you would use most your energy just moving the oar itself rather than watermass. Of course, your boat isn't very large, the edges are still too tall for it to use oars this way and in any case the shields would get in the way ;) Making the oar come through the side would make perfect sense since you've allready got your rower in the perfect position for it. (Though usually, slaves did the rowing on larger ships, we can say it's not big enough for that.)

Next, the waves on the sides really don't work that well the way they are now. Judging from the way you've made the water around the octopus, I would think that a single, wavy line would work better, but I can't say for sure unless I see it for myself.

Lastly, the outline needs some smoothing. I'm a bit puzzled about how the Kraken only has outlines at it's edges while the vikings and some of the boat has it everywhere.

I'll leave you to it then. Looks good so far. :)

238
Pixel Art / Re: water tiles
« on: August 02, 2006, 12:56:18 pm »
What commes to mind in the wave animation is that the WW tiles shouldn't really be moving to the left or at all, considering that the wave hit the beach from the south with force. It didn't just move the border of the ocean. Natural movement would be the water flowing back into the deep ocean to be pushed back by another wave. Water always retracts in under a new wave, the amount is meassured by the waves size. A tidalwave, for example, would empty an entire beach before the wave strikes.

In this case, once the wave has hit, the water is still, but will gradually gain speed flowing back south again. The 'foamy edge' should really not be there on the return, but should dissolvefrom its edge into a pattern that looks very much like the WW water tiles having dissapeared by the time the new wave is comming.

Hopefully it made some sense, hard thing to explain. The house tiles are looking very good though. Ironic that everyone seemes to be making RPG tiles right now, myself included. Keep it up.

239
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: July 31, 2006, 11:44:08 am »
Since no one has shown any interest so far, I could do 4, 6 and 7. I've just figured out how to explain a few more things on the island ;)

TakaM: Nice vines. That flower is lookin' good.

240
General Discussion / Re: Animation Challenge #4
« on: July 26, 2006, 08:09:42 pm »
Monsoon: Pretty to look at, but I don't know. I kind of get the impression that he's saying something like "Nja nja nja!" at the end rather than crying. Everything up to that is great though. Now you just need to add movement to the rest of the head too ;)

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