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Messages - BladeJunker
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1
Pixel Art / Re: Oblique perspective EGA RPG
« on: March 25, 2013, 09:52:08 pm »
Can't say much about the pixel art other than that it looks great. :) Yeah EGA skin color is funky to say the least, I like variety so I've used a Light Green to Grey to Light Red to Brown color ramp for Caucasians. I save the traditional EGA skin color for tan to darker people but brown skin is probably the most natural looking in the EGA palette.

Like most here I take issue with the text font, while not nearly as bad as fonts seen from those times you still have the same screen dimension constraint of those old RPGs IE. the 'Square Screen' plus Menu/HUD tab which is kind of small and awkward to sentence structures. I'm no stranger to small confines being a proponent of SD-TV and Split-Screen so I suggest the following.

-I'd definitely avoid slanting at low resolutions, it's very rare to see that work outside of large fonts and or high resolutions.

-Using no AA often looks cheap and only panned out well on consoles running on SD-TVs so 2 to 3 colors total applied sparingly would be best on VGA monitors that these games appeared on.

-Lastly have you considered using uppercase only with lowercase being a smaller version of the uppercase shape? This helps greatly in maximizing resolution for 'fancy' text in small low resolution spaces. I admit it's not proper but the combination of fancy, low res, and lowercase really doesn't work well in the long run imho especially for such a descriptive prompt.

Anyway keep up the great work, I would love to play this game if you have any ambitions to take it further. ;)

2
General Discussion / Re: ZX Spectrum info.
« on: February 01, 2013, 10:33:46 pm »
Thanks so much for the directions, with no ZX presence where I live it's hard to gauge where's a good place to go. Tools too, awesome. :)

3
General Discussion / ZX Spectrum info.
« on: January 31, 2013, 11:43:17 pm »
Could anyone recommend some good ZX Spectrum forums, found some art sites but I'm looking for the more widely popular community pages? I'm not fussy but English would be preferred.

Also does anyone know of a good place to buy a ZX Spectrum, like from the UK to Canada? Never imported anything so I'm a bit apprehensive about it but the Spectrum never reached the shores of the Great White North. :lol:

Might as well paste some pictures in for something to look at. ;)
The attribute clash aspect is a pain as is the palette brightness separation being easy to forget about but otherwise it's pretty standard 1-bit color pixel work IE. one color and lots of dithering not unlike Classic Macintosh displays.



4
General Discussion / Re: EGA Color Palette(s)?
« on: December 16, 2012, 12:33:33 am »
Thank you for the information, so such modes were only for a small number of EGA card owners. My buddy's first EGA card wasn't likely 256k as parts were quite expensive back then for a 'special' card, we did go halfsies on a Gravis Ultrasound since PC squeeker sucked. :)

I did come across the high res EGA stuff and it was a little spotty in usage which is most likely from a lack of card memory in most cases. I was interested since high contrast color dither looks much better at 640 than 320. This form of high res pixel art wasn't used much outside of Japan and most of the better examples were NSFW. :lol:
http://www.mobygames.com/game/dos/timequest/screenshots
http://www.mobygames.com/game/dos/spellcasting-101-sorcerers-get-all-the-girls/screenshots

I see also in that thread some mentioning of the Amstrad CPC which I too found similar in color palette contrast to EGA which is also like Master System pixel art as well imo.

Well smoother scrolling and faster sprite blitting do take priority in action games so I can only concur with the choice to get the fastest performance out of the hardware that most PC users had. ;)

Yeah I thought Gods was quite impressive too, very nice 16 color work. I think it was a progression practice to support both standards until VGA took hold, I think the same thing was done in Rastan as well with a switch to a more balanced but still 16 color palette for VGA cards.
http://www.mobygames.com/game/dos/rastan/screenshots

Thanks for the compliment, I think I'm getting better but I still struggle with shading depth. I'll see what I can do about a full mockup but best not to hold your breath since this EGA experimenting was mostly an offshoot of a larger research into first person perspective games during the 8-bit to 16-bit era which was mostly 2D in setup.

5
General Discussion / EGA Color Palette(s)?
« on: December 15, 2012, 06:07:37 pm »
I was looking into 8-bit aesthetics and tech and landed on EGA for a while, looked at past reference and tried the colors out with some stuff.



Despite finding some color ramps I could live with I was kind of missing orange and a better medium skin tone than the usual 'Lobster Red' or green & yellow typical to EGA. Also magenta is not a favorite color of mine to work with. :lol:

I just sort of stuck to the standard EGA 16 color palette explicitly which I read are matches for the colors found in CGA. Although not immediately I did come across an EGA game that used orange, although only one screenshot is specifically marked (EGA).
http://www.mobygames.com/game/dos/megatraveller-1-the-zhodani-conspiracy/screenshots

However going over the Wikipedia entree of EGA it does say:
"The EGA palette allows all 16 CGA colors to be used simultaneously, and it allows substitution of each of these colors with any one from a total of 64 colors (two bits each for red, green and blue)." http://en.wikipedia.org/wiki/Enhanced_Graphics_Adapter

That lead my to the EGA Color Table.http://upload.wikimedia.org/wikipedia/commons/d/df/EGA_Table.PNG From there I saw more color options and some oranges among other colors to use.

So my question (born of confusion) is if any games actually applied full use of the 64 color palette found in EGA for differing 16 color global palettes and if not why not? I looked through many games but did not find many games that didn't use the default EGA(CGA) 16 colors. I'm not saying the EGA color palette is the greatest but there are some nice alternative colors in there to use.
http://www.mobygames.com/game/dos/ghosts-n-goblins/screenshots
http://www.mobygames.com/game/dos/forgotten-worlds/screenshots
http://www.mobygames.com/game/dos/gods/screenshots

If anyone could shed some light on this or maybe some directions to where I might find someone to remedy my confusion it would be most appreciated. :)

6
I like the subtle scanlines and grid filter options but the hard black lines don't look great with low resolution graphics. The circular pixel look is kind of neat, maybe a more soft subtle version of that would be good. ;D

7
Pixel Art / Re: Community (NBC Comedy series) game sprites
« on: June 30, 2012, 10:57:02 pm »
Well anyone interested in this topic someone has started making a game based on this episode of Community, its only in its early stages but you get to bop around in some of the locations seen in the episode. :)

http://io9.com/5916451/someones-making-a-community-video-game-based-on-the-game-from-the-tv-show

8
General Discussion / Re: Retro games on HD TVs
« on: June 26, 2012, 08:23:33 pm »
It looks like you can only change one of 2 things which is the TV used or the video output of your Mega Drive to get rid of the bad pixel visuals.

Consider getting a SD-TV for your Dad's pad, or more specifically a high end model with a quality tube. With flat screens all the rage most people are getting rid of them for low prices or free which is what I paid for the 32" Trinitron I use for my older consoles. This gets you out of the more expensive options everybody has already mentioned.

Regardless of display used higher quality video output is always good since it cuts down on the picture noise. If you have the Model 1 Mega Drive they have RGB SCART cables that will clean up the picture quite a bit. Here in the west we can patch SCART to work on our TVs but its way more expensive to get it to do RGB output that popular mods settle for S-video and Component outputs instead. So if you have native SCART for heavens sake use it. D:

Still I should ask what does the output look like on your Mega Drive, how many pins on the DIN end? Over here our Model 2 Genesis removed the superior DIN connector that offered C64/others monitor support. More noise and rainbow bands in the second revision I'm afraid. :ouch:

Upscalers are quite good from what I've seen and the SLG 3000 looks interesting but I'm still on the fence about scanlines inherent value, technically its authentic but I quite like seeing the pixels au naturel.

Well that's all I can say, hope it helps. :)

9
General Discussion / Re: Atari 2600 Pixel Art Guide
« on: June 23, 2012, 07:54:33 pm »
Well despite being busy with Skyrim like a lot of people lol, SeaGTGruff offered some suggestions to this guide that I will endeavour to integrate. So big thanks to him and all his help. :)

Earlier I mentioned his mockup standard of 800X576 which approximates the 5:3 pixel aspect ratio of the display rendered on actual 2600s. Well he furnished me with his templates that I think I should add here as an option for composition since the stretching aspect can get the better of you (I know it does for me.) at times for large compositions and you end up with skinnier and taller images than intended.

He tends to split his work into seperate layer mockups of Playfield and Player object composition. His template has benefits since it is pretty close to 4:3 in shape that you'll get a more accurate final graphics appearance without the back & forth of mockup resampling tests. Also the guide/approximation of scanlines is fairly authentic to the TIA output visual standard.

Mirrored or Reflected Playfield:


Tiled or Repeated Playfield:


Player object resolution:


And here's a full application:

I'm guessing he copy & pastes sections from both using the grid lines for alignment. Quite a nice layout actually, I'm curious to see how this game will turn out. ;D

Well you can use these directly or setup something similar with layer orders maybe have the scanlines as a layer toggle in your graphics programs.

I've been quite busy house cleaning and designing my 2D block construction game so I'm not too sure when I'll get started adding his suggestions.   ???

10
General Discussion / Re: perspective observations
« on: June 16, 2012, 09:15:01 pm »
yeah I can imagine that, sounds painful, and is like a masochistic thing to do in the current era :P although the restrictions give you strict directions and choices, and is a challenge to be had (albeit it a tad masochistic :lol:)
It depends, for a pixel artists its like Hell but to a programmer its Heaven since its pure code and they do all tasks themselves with complete control unlike their jobs in real life. :lol: 6502 machine language is hard but any coder worth his weight should have a strong grasp of assembler or similar languages since its all about the fundamentals with retroware.
Don't get me wrong since there are a wealth of tools made by some very nice and talented people but beyond the basics or typical defaults of the 2600 is where you have to do a lot research.

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and the Odyssey2 sounds interesting to some degree, wouldn't mind seeing the screen space restrictions and character set, see what's possible, it fascinates me what imagination ascii level graphics and below can evoke in the right context.
Thank you to atari2600land for finding this and posting it for me to see. :)

Not quite as much variety as ASCII but more specific in shapes. There's also a line drawing unit I don't quite understand yet but I see how it works.

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yeah, quite a few interesting projects, including the evolving self-learning automatons like Asimo and a few other creepy ones  :lol:
Yeah the "androids" are the worst since maybe 1% look approachable.

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yeah definetly has more of a western feel, and a darker type of game that wasn't too common on the console, but I've noticed dark mature style games were more common on the Megadrive/genesis, probably in part due to Nintendo's strict attitude toward game violence and their power as a censor, I also find funny that games that got approved by Nintendo quite often got scrutinized and censored in the US, like pentagrams being removed, blasphemy being altered, and an example fresh in my mind Shadowrun the morgue was called the chop shop and it was censored in the US and just called the morgue :lol: quite sure there were a few other examples in that game alone, also that game was developed here in Australia by Beam software who later went on to became Melbourne house, apparently the keyword acquiring dialogue system wasn't something that had been done at the time.
Nintendo had some bizarre puritan ideals back in the day that is for sure. What makes me laugh most is that more often than not you're fighting evil not joining it EG. Doom,Splatterhouse, Devil World.
Interesting to hear about Australian game development since it doesn't come up often. ;D

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and Dark saviour has a much more anime feel, like mature 80s anime, and the gritty scifi theme wasn't western persay, but the character's were less SD LandStalker making it lean toward Light Crusader in that respect, if that counts. and haha I think it's just plain weird, ruins the illusion for me :blind: that was one thing that made it feel a bit odd, the puzzle mechanics often rely on the less than stellar slidey/pushy physics, I prefer the grab crate drop crate mechanic in landstalker, less frustrating too.
I know what you mean, mature 80s anime was my first experience with that world, Akira is still a favorite, Golgo, gritty time that was compared to now.
Yeah I too think picking up objects is a game mechanic that is totally underutilized.


I saw some of your perspective works in other threads, very nice and you seem to have a great grasp on the subject from many angles. :)

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