Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Cubeshaped
Pages: [1]

1
Pixel Art / Re: Monsters RPG WIP
« on: March 28, 2010, 09:34:24 pm »
I believe the colors you have chosen for some of your sprite are way too dark.  You can't see the very grayest color since the background overpower that color.  I can barely see it on my monitor.  I think the sprite would look much better with a gray background if you want to use darker colors, otherwise people playing this game cannot see the sprite the way it made.  Defender of the Oasis did this for their RPG for the Game Gear. 



You can see the darker colors in this game since it using a neutral background.  It also there to reduce the screen cross talk issue I believe, but it made the enemies in this game look great.  I think you should try to use a neutral background if you're going to use very dark colors for your enemies.  It'll make your enemies more visible. It's hard to see the three headed dragon's and octopus's body due to the black colors and background. 

As for the dithering issue, it's great if you're working with low amount of colors or putting it on rough surface. I'm a fan of dithering.  I really love the look of the green slimy alien monster and dithering I believe helps.  The lime green gremlin looking like, I think the dithering is unnecessary, unless it has scale or bumpy body. 

Overall, I love the design of the monsters.  I think the monster would benefit more with a neutral color background to make them pop-up better rather than hiding in to the shadow.  It's really difficult to see the 3 headed dragon body's when he has very dark colors put into his body.  If you insist on using a black background, I suggest making the colors brighter, then for the monster's darkest color, which is black, into colored darkest color, like color value, 8,8,8 or 8,8,0.  This is my suggestion.  Keep up the good work!

2
Pixel Art / Virtual Boy Chu Chu Rocket Mockup
« on: March 28, 2010, 08:41:27 pm »
I made a mock-up of Chu Chu Rocket.  This blog post on Atari-age sorta forced me to do a mock-up because I wanted to imaginate this game playing on the real system.

Blog post: http://www.atariage.com/forums/blog/168/entry-6780-nice-mice/  Kiwi is my name over there.

Complete mockup:

Tileset:

Sprite sets:
Chu Chu:
Cat:

Reference: I took the level out of this picture.  http://www.ukresistance.co.uk/pics4/chu-chu-mobile.jpg
This screen shot is the most unique from the other I search on google. The tiles, and other object help me get an idea what the object would look like upscaled to 24x24 tiles.  I used various dream cast picture and video to give me an idea where the number goes.

Comment:  I decided to go with 24x24 tileset since the virtual box maximum resolution  is 384x224 and Wario Land used 24x24 tiles for their hit-blocks.  Surprisely the level size matches the real game, which the tiles are 9 down, 12 across.  Everything seems to fit nicely in this mockup.  I didn't complete the cat sprite set because I was doing this mock-up for fun and I couldn't stop myself from making it after the guy on that blog kept mentioning Chu-chu Rocket clone for the virtual boy.  This whole thing took around 5 hours to do, and Paint Shop Pro 4 didn't have layer so the level barrier looks odd. 

I used to be on old pixelation back in 2003-2004. So I decided to rejoin this forums today.

Pages: [1]