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Messages - Lazycow
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111
General Discussion / Re: Official Off-Topic Thread
« on: September 18, 2008, 10:30:51 am »
Dusty I dislike the movie because it is indicative of an awful trend of books getting sodomised by Hollywood
Well, the story of the I Robot movie was a collection of scenes from a couple of Asimov-stories put into a generic story or so. The 0th-law, Susan Calvin, the Robot which hides between rows of other robots, etc. And I think it was not that bad for a Will Smith movie. And what would be a "real" Asimov movie? Maybe something close to "columbo"? As most of Asimov's book are build like a crime story...  ;) Just my 2 cents...

112
Pixel Art / Re: Mumbling Mummy Mockup
« on: September 14, 2008, 07:45:08 pm »
@sharprm: I am no lazy cow (???), but well eh... I am just not skilled enough to push out graphics so fast... Your mockups really motivated me to continue with this. I used Arne's palette for the objects in the 2nd row, as I have big problems with colors. Restricting colors was a really good hint, maybe I should expand Arne's palette to 32 colors and recolor the existing stuff.

row1: Flint, Mummy, Incarnation, Princess Narkatete, giant bat, snake
row2: healing potions, whip, gun, ammo, dynamite, keys, treasure

113
Pixel Art / Re: [WIPc64] Can I Take Your Order?
« on: September 07, 2008, 08:39:43 pm »
What do you mean when you say the "full resolution?"
Your picture is 161x72, C64 has 320x200...

114
Pixel Art / Re: Mumbling Mummy Mockup
« on: September 05, 2008, 08:20:37 pm »

I tried to shade the rocks of the golem...

@sharprm: Hey, didn't realize that you made another edit... This time, I really like your floor blocks! Very ancient! The lightning reminds me at a sundown, so maybe they could still be a bit too bright for the dark rooms of a pyramid. Well ok, depends on the torches and stuff. I will try. Actually, I have big problems with palette adjustments, so color reduction might be a bit beyond my experience level. But I really want to try that later, although 16 colors seem to be too few for the style i am looking for.

PS: I have found backgrounds of metal slug, even with a sphinx. But no mummies. Anyway, really great style! And beyond my abilities  :(

115
2D & 3D / Re: Low Poly Funky Monsters
« on: September 04, 2008, 10:26:09 am »
it would be really awesome if you could do, like, a tutorial or process video or something to show how you make these.
i totally love them, and i'm baffled whenever i open blender and think about mapping the pixel art to the polygons.
I have been working with AC3D (which is available for Windows, Mac and Linux). There's a tutorial for it how to texture simple objects: http://www.inivis.com/ac3d/tutorials/carbody/ Maybe that will give you a hint.

116
Pixel Art / Re: Mumbling Mummy Mockup
« on: September 03, 2008, 09:01:16 pm »
Thanks for your edit, sharprm. I like the skull and the shadowplay on your mummy!  :y: Maybe it is so intense because your mummy is darker than mine. I tried to catch up a bit, but it didn't come out so good. Maybe I try again later.

Yes, my background is very poor and it was a bit too ambitious to call this a mockup. The floor should indeed look like sandstone, but your yellow is too bright. Maybe I should try a "yellow in the dark"...

Here are more mumbling mummy characters, which are based on an old Amiga game concept that never made it into a real game.  The game is about treasure hunting while malicious creatures and evil traps are waiting for our brave hero. A resolution of 256x384 or 400x300 should be reasonable, but I don't know what it turns out to be.

At the right is a raw edit of the first boss enemy who starts up as some plain rocks lying on the floor. Then the unknown mystery figure revives him and the rocks form a rock golem.



117
Pixel Art / Mumbling Mummy challenge (Lazycow vs Sharprm)
« on: August 30, 2008, 02:57:45 pm »
Recently inside of an ancient pyramid...

C&C are welcome

118
Pixel Art / Re: metroid 64
« on: July 23, 2008, 07:08:50 am »
-All tiles are 8x8(actually 4x8 cos widthpixel),
-Also all tiles share the same 3 global colors (thats the first palette row below each mockup here)
-Each tile can have one additional individual color, the twist here is you can only use the first 8 colors for this.
Actually, you can even tell each block if it is a hires-block (8x8 pixels in 2 colors) or a multicolor-block (4x8 widepixels in 4 colors) in this screenmode. (That's why you can only use 8 colors - the 4th bit of the color nibble is used to switch hires/multicolor) It has been rarely used in games, because using individual colors for each block doubles the amount of bytes that has to be scrolled by the CPU. It can be found in games that use page-flipping (like Antiriad) or games that use special scrolling-restrictions (like Citatel).
Here is an example (the leaves at the right use hires blocks and the stones at the left use multicolor blocks. Yes, the red "ghost" is a sprite) http://www.thelegacy.de/pics/screen/a/antiriad-06.png

119
Pixel Art / Re: Ape Animation
« on: June 27, 2008, 04:31:41 am »
What about giving him a long tail?

120
my favorite demo of that era was and still is HARDWIRED

Hey quite nice, didn't know that one. But it definitely cannot catch up with the mother of all Amiga demos: Kefrens "Desert Dream"
http://www.youtube.com/watch?v=GH2GyQQIBNo
EDIT: skurwy: oops, didn't see your post comming. Seems like I do not agree with you  ;D
EDIT2: Wow, someone did a C64 version of "Desert Dream". Stunning!

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