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Messages - redballoon
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11
Pixel Art / Re: Abobo Sprite for Double Dragon Remake on ZX Spectrum
« on: February 20, 2012, 07:01:56 pm »
Hah, I don't know why I actually never did this before, but here is the Abobo sprite walking from the arcade. That has only 4 frames, too, so here's the comparison. Obviously, there is further restrictions for the ZX Spectrum version.



He is doing a fast walk - no running in Double Dragon. Actually, the animation will maybe be slower in the actual game. The most obvious thing is that the torso in my Spectrum version doesn't move as much.

12
Pixel Art / Abobo Sprite for Double Dragon Remake on ZX Spectrum
« on: February 18, 2012, 10:15:58 am »
Started on the Abobo sprite for the remake of Double Dragon for the ZX Spectrum. This game has been in development hell for 2 years but now steaming on for completion. Just created the Abobo sprite walking animation. Not 100% happy with it. Fell I will probably have to clean up the leg animations including the dithering, but it's a reasonable start, I think. We've got a maximum of 24 pixels wide for all sprites walking.

Here are the 4 frames :


And the animation :

13
Pixel Art / Re: Demake dump - Super Mario Sprint
« on: October 27, 2011, 09:29:46 pm »
.
I think it could do with some anti-aliasing.

14
Pixel Art / Re: Byte Me - New ZX Spectrum game
« on: October 26, 2011, 08:46:23 pm »
The game now has a name, "Byte Me" and the loading screen has been done as well as an alt version...as I can't decide which one to use.



And, not related to this ZX Spectrum game, I've completed the logo loading screen for the ZX Spectrum remake of Double Dragon. This is done for the demo which is to be shown at the upcoming Replay Expo.


15
I think it!s coming along nicely, though looking more SNES than NES. You may have answered already bit why are the clouds and smoke as well as some lighting effects not pixelated too? Just wondering, see.

16
Pixel Art / Re: Untitled ZX Spectrum game
« on: October 15, 2011, 08:42:53 am »
Ideally, that would be aces and can be done, but there are reasons not to, i'm afraid. Due to the ZX Spectrum attributes - 2 colours per 8x8 pixels - then if any sprites overlap it can get a bit messy, though there are routines to make a sprite's colours the main overriding colours. It doesn't help that there is no masking in the sprites. As a rule, i always do masking, but again i've been asked not to bother due to restrictions, though, again, this can be calculated programmatically and again, unfortunately, out of my hands. So, yeah, it can be done - thinking off hand, Ultimate/Rare's Jetpac is a good example.

In the first game build, the customer faces graphics had lost the colour and were all black and yellow as the programmer wanted them to drop in and slide down the screen which meant having them in mono only for them to move...hopefully i talked him out of this.

17
Pixel Art / Re: Untitled ZX Spectrum game
« on: October 14, 2011, 09:06:54 pm »
And here are the complete in-game graphics spritesheet with screen mock-up. The programmer is now bashing away at his keyboard to get the game ready for the 5th November for the Replay Expo, while I work on the loading screen and front end menu screen and Game Over graphic.



18
Pixel Art / Re: faces / status display
« on: October 08, 2011, 08:58:56 am »
Is there any way you could use variations of the skin colour or even have a couple of variation of head/face? It's just that they all look related :)
I do like them, though.

19
Pixel Art / Re: Caleb's Pixel Art Thread
« on: October 01, 2011, 10:05:13 pm »
I do like incredibly lo-res pixel art - I like the challenge of less is more and that a pixel or two is enough for you to know and understand what you are seeing....on the minus side, though, could you post a GIF or something as the JPEG you've posted just makes your work "blurry". As I look at them, I keep saying to myself that I should go and get my glasses to view the images....and I don't even wear glasses. So, yeah, GIF us up and ditch the JPEGs so we can get your work in it's crisp glory, please.

20
Pixel Art / Re: Adobe Shinobi [Project]
« on: October 01, 2011, 07:26:44 am »
The problem i see with the base sprite is that when facing, the colours suggest a nose or detail between the eyes, but when facing left and right there is nothing and it just looks...weird, i'm afraid. I'd try an edit but replying using my phone. There are plenty of base sprites at similar angle with yours on this forum, so you should check them out.

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