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Messages - Probo
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Pixel Art / Re: [Feedback][WIP]Grassy Platform
« on: November 10, 2019, 11:50:16 pm »
Just noticed that this thread was created a couple of months ago, whoops. But here I tried an edit for you -

The second style of grass down was your best I think, they most suited the style of the rocks. No harsh dark lines running through them. I used that as a jumping off point. Rather than trying to render the individual blades of grass, which can get very noisy at this size, I thought about how long grass sometimes clumps together in a pleasing way. I also added a shadow cast by the grass on the rocks.

Then I did a little AA and stuff on the rocks to smoothen them out a bit, like I changed the large rock at the bottom so that it doesn't look like it's being lit from below anymore. Hope it helps if you see it!

Pixel Art / Re: [Feedback] Ramp/Palette help please
« on: October 27, 2019, 04:06:58 pm »
They are a little dark, what background colour are you using when you pixel? It affects your sense of contrast. A mid grey is a good general bg colour, or if you already know the background colours of the scenes the sprite will appear in, even better use them!

Pixel Art / Re: Cuphead on Master System
« on: November 04, 2017, 09:28:39 pm »
That's really interesting, I didn't know that. I think I much prefer the MS's background and sprite palette system to the NES's, it's much more useful, but it perhaps doesn't always make up for the MS's awkward master palette. Apparently the MS can flip background tiles which the NES can't do, but the NES can flip sprites which the MS can't do. I think making games for this thing back then, the sprite flipping feature of the NES would be much more useful for most types of game!

Pixel Art / Re: Cuphead on Master System
« on: November 04, 2017, 04:07:00 pm »
Youre right! Turns out I also had tried the correct link, but when you press the copy button on imgur for the direct image link it doesnt give you the '.png', which stopped it working.

Pixel Art / Re: Cuphead on Master System
« on: November 04, 2017, 04:00:13 pm »
Huh, I did that at first with the img tags and it didn't work, nothing appeared including text. I'll try again. Thanks for the feedback. Yeah I decided early on I wasn't going to try and emulate the water colour look, I wanted to inject it with Master System goodness, including weirdo rock formations and lovely blue skies. Considering the trouble I had with the palette, I'm glad I didn't try and keep the subtleties of watercolour!!!

Pixel Art / Cuphead on Master System
« on: November 04, 2017, 03:39:44 pm »
I made a mock-up of what a Cuphead Master System game might look like!

I'm nowhere near as familiar with the MS's limitations as I am with the NES's. As far as I know it can use one 16 colour palette (inc. one transparency) for all sprites, and one 16 colour palette for all backgrounds tiles. I used the MS master palette, and hopefully got the resolution of 256 x 192 right. Man, the Master System Palette isnt flexible! A lot of the colours are very similar, and then there's huge leaps between values. Found myself not having the colour I wanted a bunch of times.  I was also careful to leave lots of duplicate tiles in the image, I read that the MS does have some limit on how many unique tiles can be onscreen at once, like the NES.

So yeah, apart from the ridiculous amount of sprites on-screen here, I think this is within the hardware's ability? Maybe if Kasumi is around he'll tell me.

Challenges & Activities / Re: Possible activity discussion.
« on: February 08, 2017, 08:34:13 pm »
Anyone else a bit disappointed with the backgrounds in Double Dragon 4? whether its breaking NES limitations or not using enough black, there's a bunch of stages I don't like.

Activity Idea - Choose a stage and M4ke Dubble Draggon 4 L@@k Gud!!!1!

Congratulations mate, I will buy as soon as my wallet allows. How was it making the game compatible with steam?

Devlogs & Projects / Re: Huge Swords and Tentacle Monsters
« on: September 09, 2016, 11:36:51 pm »
sounds fantastic! will there be other enemies aside from floating tentacle monsters between the boss fights then? I love the sword grapple, that could make the platforming really fun as well as the combat. If youre using Game Maker, could I suggest that changing the room speed temporarily might be a better way to get that pause when you hit an enemy, I do that in my game and it works pretty well.

Devlogs & Projects / Re: Huge Swords and Tentacle Monsters
« on: September 07, 2016, 10:18:59 am »
awesome cake, good to see youre still making stuff. love the tech, and the art looks great, that matwek guy is good! Whats the structure of the game?  is it a series of boss fights against these tentacle bastards, connected by platforming sections?

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