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Messages - Rebel-CD32
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1
Pixel Art / Re: [WIP] Jewels and game interface
« on: August 20, 2009, 09:32:06 am »
You're right about that, I'll have a go at something more triangular, thanks.

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Pixel Art / [WIP] Jewels and game interface
« on: August 20, 2009, 08:52:24 am »
Hello everyone. I've been pixelling some graphics for a freeware BeJeweled clone. The game will eventually run in full screen 320x256 in 32 colours, but will also run in a window on the desktop. I've pixelled seven different jewels so far, but I need one more to finish the set. I'm thinking maybe something spherical, but if anyone can suggest an eighth jewel I'd appreciate it. It will probably end up using the beige/tan looking colours, or it could be a multi-coloured jewel too. I will have to animate each one as well, but I'm thinking of taking the easy way out and just adding a sparkle to the edges, rather than try and animate light shining through and reflecting off of the facets of the stones as they do in BeJeweled.

As for the interface itself, I got kind of lost at where to go with it. The windowed interface leaves me little room to play with design, because it's basically a base for other objects to go on top of, and the objects cover most parts of the window at some stage. Many of the buttons, which include options like "New Game" "Time Trial" "Practice" "Brick Hunt" "Back" "Next" all appear inside the black playing area before the game starts, while other elements are plotted over to the side of the play area, like the score and a few in-game buttons. I've tried to go for a glossy look to the buttons, which don't look too bad when they're on the black screen, but I don't really know how to make them fit in with the main "skin". I don't plan on keeping it looking so plain, but I'm also out of ideas as to how to make a nice looking interface to surround these elements and keep it consistent.

Another thing I may change is the look of the buttons. I don't think they need the extra "light" button next to them, what do you guys think? Each button has a normal and pressed state, so I was going to maybe make that round button next to the text button light up when it's clicked.

Here's where I'm at so far, I'll post again when I've made some progress. I would really appreciate any helpful critique, though.


3
Pixel Art / Re: Batman
« on: October 26, 2007, 11:25:02 am »
This is looking great, Atum, your work has really progressed since the first image. I'm a Batman fan myself, so I thought I'd help point out a few things. First, I can see you're still working your way down, so I thought I'd jump in and point out that Batman's boots rise up to a point in his shin and slope down towards the back of the calf. Also, his feet were turned out a bit so I moved it in to face more forward.

The other thing is his cape. While it looks cool hanging down because you can see the points on it, if he was standing on the ground it would be laying down behind him, usually spread out on the ground with the points facing out. I couldn't really show it from the front angle though. If it was shorter you could show the points on it, but he seems to have a pretty long cape these days. Unfortunately, because we're looking from the front, it's hard to make it look cool. This is just a rough example, but I hope it helps.


4
Pixel Art / Need help with a Halloween themed platform game
« on: October 24, 2007, 03:17:06 am »
Hey guys. I've been helping a friend out with her Halloween Nightmare game, which is a platform game for the Amiga. So far I've drawn a few blocks and sprites, but we're running out of time as she wants to try and get a demo released in time for Halloween. If anyone wants to edit any of these blocks and sprites, maybe they can see something I missed or have a better idea of how they should look, please jump in and have a go, we'll credit you in the game if you want to help.

We also need to animate several of the sprites, particularly the running and crawling sprite for the main character, and if anyone can help fix her cape in the climbing animation we'd really appreciate it.





The game is running in 16 colours, so we can't add any extra at this stage. Also, any palette edits will have to take into account that the Amiga 500 only had a 12bit palette, which means a total of 4096 colours to choose from, not 16million.

Here's the palette we're using for the graveyard level. The first colour (dark blue) is transparent.



Here's a link to the thread where my friend is asking for help - http://www.wayofthepixel.net/pixelation/index.php?topic=5274.0

5
Challenges & Activities / Re: Mockup Frenzy #5: Horrorween!
« on: October 22, 2007, 01:33:22 pm »
This is bizarre. On the 15th of October, my friend and I started working on a little Halloween platform game for the Amiga. I've been drawing blocks and sprites over the last few days for it, then I noticed this topic on here. Now, the old OCS/ECS Amigas (Amiga 500 for example) used the same 4096 colour palette as the GameGear, with colour values from 0-15, so all my graphics are already using the specified colour rules. All the sprites are in multiples of 8, so everything shown in my mockup is possible on a Game Gear, and I've drawn them using only 16 colours. When I transferred the image to my PC's LCD monitor it looks a bit dark, but on a PAL CRT monitor they look bright and crisp.

Since this is going to actually be a real game, and I started drawing it before I knew about this thread (even though I started on the same day that the competition started) I'm not going to enter, but I'll post my mockup anyway.

The finished Amiga version will have a larger screen of course, but I managed to squeeze a few things into this little pic. You play a girl dressed in a sexy witch costume who has to battle nasties, collect candy, and rescue the children.


6
Pixel Art / Re: need help in potrait-for game-
« on: July 27, 2007, 07:00:41 pm »
Yeah, keep working on the mouth and he'll look great. One thing I noticed is that his right shoulder and arm are in the wrong position for him to be holding his fist like that, try to imagine his forearm and elbow, it would be a bit twisted here. Good work so far though!

7
Pixel Art / Re: [WIP] Avocado - Collectable fruit for platform game.
« on: July 26, 2007, 01:01:25 pm »
Just another quick update, here's a screenshot of the game as it is at the moment, there isn't much more than what you can see here at the moment, but there will be when it's finished. We will need a nicely pixelled background behind the foreground and sprites there instead of that purple gradient too.



If anyone wants to help out or suggest something, go for it.

Thanks.

8
Pixel Art / Re: [WIP] Avocado - Collectable fruit for platform game.
« on: July 19, 2007, 08:19:05 am »
I wasn't trying to argue your point, just explaining my reasons for the odd proportions on my character. Now that I look at it, that picture wasn't the best example of SD art, but the head size can range from normal to gigantic, I just chose to go half way in between.

9
Pixel Art / Re: [WIP] Avocado - Collectable fruit for platform game.
« on: July 18, 2007, 09:49:13 pm »
I fixed the eyes and the fringe, you guys were right about the left eye being too high. I've changed the purple shades to blue as well, but I'll have to go back and fix up the background blocks that were using the purple shades. I guess I used those particular colours because they mixed well with the greyish shades.



In any case, this is how the character is looking at the moment. The game will feature a boy and a girl character collecting fruit and killing nasties, similar to Tumble Pop or Diet Go Go in the arcades, although it won't be a ripoff of those games. Also, the characters will be able to collect different costumes in the game, which each has a different weapon, so this default look will change pretty quicky through the game anyway. What I would like to do is somehow make the skirt look more like a skirt and less like bike pants, if anyone can suggest something.

As for her build, the look I was going for is what is called "Super Deformed" which is a common Japanese art style. It makes an adult or teen character look short and cute by making the head larger and the body more stocky. Arachne, while your sprite looks nice and 3D, the softer, cuter look that I'm using is intentional. Also, the character won't be wearing the same costume as Cammy in our game, so any work I do on my sprites won't be on that model. Also, all the sprites and foreground blocks in this game have to have a dark outline around them,so I've gone for the darkest shades rather than black, which looks too contrasting on the backgrounds.

This is an example of Japanese Super Deformed artwork - http://www.bythegoddess.com/images/fanart/cammy-pinup.jpg - It's Cammy from SSFII (my girlfriend's favourite character, which is why I drew a Cammy costume on the sprite in the first place).

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Pixel Art / Re: [WIP] Avocado - Collectable fruit for platform game.
« on: July 18, 2007, 02:17:34 pm »
That's right, the eyes are crooked because the head is slightly tilted, it just looked better that way when I was pixelling it.

As for the colour palette, it's all I could come up with. I guess I could make the purple shades more blue, if you'd like to have a bash and see if you can fix up the colours a bit, feel free. If you can make the palette look better, I'll use it. I do need those shades for some other sprites I'm going to make, as long as they're blueish.

Oh, and the palette is 24 colours now, not 16, and is slightly different from the old 16 colour palette I posted earlier.
This is the updated palette (0 colour is transparent, so it's really only 23).


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