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Messages - Radek Smektala
Pages: [1] 2

1
Please bend the knees. Try walking with straight legs, very awkward. :-\

Hey! They bend! Sure, his legs magically extend when the knees bend, but they bend all the same! Or don't they...? Could you please show what you mean on an example?

The latest sprite is this one:



Don't his knees bend here?

EDIT:

A small experiment. Is that better?


2


Could you please put him in a tuxedo so I can marry him?

Your sprite is perfect! Regardless of pure craft on display, it also has one thing I doubt I will be able to recreate in my work - character.

God knows I've tried, though:



So yeah, Duck Adventurer.

Although I wonder if the slog on the second frame of your walkcycle is intentional. I got to amdit I have found it a bit jarring.

Anyway, I've used your suggestions and Manning Krull's tutorial to make the following:



Does anyone of these cut the mustard?

There's one thing I'd like to mention at this point - If my posts seem like written by an imbecile, it's because English is not my first language. That's also why the alphabet in my font is pretty weird - I was remembering letters as I was going along ;)

3
Pixel Art / Re: Raiders of the Lost Ark Graphic iVenture
« on: September 26, 2008, 04:36:07 am »
Did you take the screen yourself in a c64 emulator? I'm pretty sure that the c64 pallete doesn't map to ega exactly. Possibly it's just an ega port of the same game?

No, I did not, although I am certain that the game in question has single pixels on PC. The shots were most probably taken using Scumm VM which is actualy an engine that interprets code and uses it in its own way, so maybe it maps to EGA.

Anyway, I have edited my previous post. Is that more authenthic?

Thanks again.

EDIT:

A quick edit to match the in-game sprite.



A quick edit of the above:



EDIT:

Okay, back to the sprite.

(it's not the soldier, but all characters will have the same "base", so it shouldn't matter much)

I was very displeased with the original C64 sprite (seen in the mockup) which I based on how Lucasfilm Games used to do them in that era. It was way too big and looked ugly (jagged) when animated. Part of that is of course my inability to animate, but I decided to make something that I could handle.

So, this is the first version I did:



I was quite pleased with it, but the animation still looked like crap. My problem was with how wide the edges were, so I made a thinner sprite:



"Still too wide", I thought.

Enter this guy:



At this point, it started to look less like C64 and more like Atari 2600 - not exactly what I had in mind.

I surrendered and went back to the original EGA sprite I did and reworked it for C64 palette and resolution.

> FLAT > SHADED

My question is-- Would a sprite of this size be possible on Commodore 64? I made some comparisions and the characters in Barbarian (the action adventure one) are just as big, but something tells it comes at a price. What price may it be? Less colors? A lesser number of sprites per screen? Please let me know so I can settle on a sprite and fix the walkcycle based on sharprm's suggestions.

4
Pixel Art / Re: Raiders of the Lost Ark Graphic iVenture
« on: September 26, 2008, 04:09:02 am »
The colours you're using are the default ega palette. None of the screens you posted are from the c64: double-wide pixels isn't strictly a c64 thing, and the c64 palette is different. Ptoing's website has a guide about c64 restrictions: http://ptoing.net/html/c64info.htm

I have been hoping for something like this, thanks.

The palette is taken from a C64 game, but emulated on the PC. Is it possible that the emulator swapped colors?

5
Pixel Art / Re: Raiders of the Lost Ark Graphic iVenture
« on: September 26, 2008, 12:00:46 am »
Sorry it took so long. Real life called - apparently, I'm not paying enough attention to it. Riight.

he has a big chin now.

Is that bad? The idea is to make him more emotive, not to mention macho ;)



Pretty. Although isn't his leg too short?

Hey, can you post the pallete please?

Here you go:



As you can see, four colors are still missing. In other words, don't pay much attention to the palette - I'm making it up as I go along. The only rule is 15 colors + transparency.

*THE FOLLOWING EDITED FOR PALETTE - THANKS, TOCKY

But you know, I'm toying with the idea of doing this as a faux C64 game. Here is a quick test:



(two whips, yay!)

And here's how it would look after adding a frame to match iPhone resolution:



I have used what I believe to be standard C64 palette:



Be wary though - only 3 colors per sprite allowed!

EDIT:

Hey, C64 splash screen!



Reference:
(obviously not C64)

The word "Raiders" is written in an edited Sylfaen. Everything else is my own font:


6
Pixel Art / Re: Raiders of the Lost Ark Graphic iVenture
« on: September 24, 2008, 04:21:53 am »
Nice little mockup you got there.

Keep working on the anim. The foot needs to lift. why not show your attempt.

Is something like this better?



Make sure he looks like indy, and not a farmer!

Do you say that because the trees in the background look like carrots? ;)

7
Pixel Art / Re: Adventure Game Soldier
« on: September 24, 2008, 02:38:06 am »
All the sprites from "Secret of monkey island" onwards are roughly the same size. Probably a good reason for it. Can have expressions, the items you pickup are recognisable. Maybe there were games with smaller spriites that worked too.

The first sprite I did was actually even bigger:



Then I noticed that the Lucasfilm Games sprite from The Last Crusade is half that size and still looking much, much better.

I made a new one and managed - not entirely on purpose - to match the size:



(note the shamelessly stolen pallete)

The proportions are different, yes, but height is about the same.

Still, unlike many fan projects, my goal is not to copy early Lucasarts games exactly. Yes, it's Indy, it's a point and click adventure game, even the layout is taken almost directly from the old adventures, but whenever I come up with what I believe is better - or just simpler - design element, I implement it. Same goes for graphics (outlines are an example), although in this department I am limited by my abilities and poor judgement when it comes to art.

Shouldn't one leg lift in the middle frame of the walk cycle?

Of course it should! I have never seen Indy slide in the movies ;)

I can't make it look right, though, and whenever I approach something even remotely readable, the pace of the animation is broken. Any pointers? Please...?

8
Pixel Art / Re: Adventure Game Soldier
« on: September 23, 2008, 04:15:21 pm »
When you say adventure do you mean point and click adventure game?

Point and touch, to be exact, yes. It will be an iPhone browser game, although graphically I am aiming at something between this and this. The idea is to hide my many shortcomings behind the restrictions ("It's bad on purpose!") while mantaining a consistent art style.

The soldier above appears only in a cutscene - he is part of Belloq's ragtag team of mercenaries. I imagine he is the reason you ask - because he looks like an enemy in a platform game.

Just to clarify - the "It's bad on purpose" line doesn't mean I don't want hints. After all, that's why I started this thread.

9
I have recently decided to go back to a project that's an utter waste of time, infringes copyright, yet I can't get it out of my head since I first started thinking about it many years ago - a Raiders of the Lost Ark graphic adventure.

I am a writer and a game designer - a paid one at that (albeit, it should be said, modestly paid) - and graphics are not my forte. Still, I refuse to involve anyone else in this affront to creativity and hope to make all the images on my own.

The horrible results are below.

So, which is better...




...the one with outline or the clean one?

Also, what is the soldier doing here? Is the sprite readable?



Finally, any suggestions that could help even a man as terrible with paint as myself?

Thank you.

EDIT:

Some more graphics - Satipo & Indy in action as well as my first crack at looping background:



I will be very grateful for any comments.

10
Challenges & Activities / Re: Mockup Frenzy #3: Game Boy De-Makes!
« on: September 23, 2007, 01:54:49 am »
Since the last one I posted was mostly a color reduced piece that I tinkered with a bit, I've decided to put my non-skills to use and recreated the same image from scratch. Result: I can sleep again.

This version is fully tiled, obviously.


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