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Messages - JessBowers
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Thank you!

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General Discussion / Question: Resize video of game with pixel graphics
« on: August 22, 2019, 05:45:52 pm »
Hi folks,

I have what I hope are a couple of simple questions. I have captured a video of a game with pixel graphics. The resolution is 320x200. I would like to 'resize' the video but not 'resample' the video to an HD size. When I attempt to resize the video now (using VideoProc) it appears to resample the video and the clear pixels become extremely blurred.

How might I increase the resolution of this small 320x200 video without blurring the pixels?

Do you have any suggestions on software that I should be using? Or, settings for VideoProc?

Thank you!

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PixelPiledriver, that was immensely helpful and exactly what I was looking for! Thank you very much for taking the time to provide such a thorough answer!

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Hey folks,

I apologize if this is not the right place to ask this question.  ??? I honestly have no idea where else I might ask it. So, here goes:

I am a long-time GraphicsGale user. Recently, I also purchased Pro Motion as I understand it has even more features for pixel art. Well, it does... and a lot more. I'm confused by some very simple things:

  • Is there a selection tool like there is in GraphicsGale. Using GraphicsGale I could do a rectangular selection and choose to delete or move it. I can't find anything similar in Pro Motion. What looks like a selection tool is a "Get Brush" tool. What am I doing wrong?
  • I was working on a tileset in GraphicsGale. It looks like there are some cool options to help with this in Pro Motion. Unfortunately, the documentation (http://www.cosmigo.com/promotion/index.php?Documentation) doesn't cover this -- at least as far as I can tell. I would like to create a tileset using the same methods used in this video: https://www.youtube.com/watch?v=AM30pMxMWYo. Would anyone know how I should set up Pro Motion to do this?

Thanks and I apologize for these super noob questions on Pro Motion. I feel very comfortable with GraphicsGale but am a bit overwhelmed with Pro Motion so far.

Jess

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Thanks, folks!

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Love this video. Quick question: At near 24:10 he says, "I'm doing this with a mouse now. At home I use a 21" [????] which is a lot less awkward than doing this with a mouse."

What did he say he was using?

Thanks!

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General Discussion / Re: Xbox 360 Arcade - Resolution Question
« on: November 28, 2012, 04:24:53 am »
Thanks for the reply, Ptoing.

It sounds like there's no "one size fits all/best solution" if the resolution can be like that. I had thought there might be a single resolution the arcade games used. Guess I should have known better.

I still need to order the Xbox Live Indie Developer subscription... but I should have that shortly. I'll test it out when I get it.

Thanks!

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General Discussion / Xbox 360 Arcade - Resolution Question
« on: November 27, 2012, 02:14:48 am »
Hey folks,

I have a question that I hope isn't too silly.

What is the best resolution for a pixel game on the Xbox 360? I'd like the pixels to not be "stretched" in any particular way if possible.

The game would look something like this:



Thanks!

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Pixel Art / Re: [WIP] Caterpillar Mech
« on: February 03, 2010, 03:25:53 pm »
Thanks, everyone, for responing.

@ Olothontor
  • Flikr. Thanks for the recommendation about Flikr. Do you know of any specific galeries I should look at? I'm afraid I'm not very familiar with Flikr. I will go and check it out, though.
  • Concept Art. I'll do a search on Google for concept art. The rotary thigh thing sounds cool.
  • Black Outline. Yeah, I know the black outline is probably a big "no-no" nowadays. But, the games I'm emulating from the early nineties (specifically the original Duke Nukm and Halloween Harry) used those outlines for their characters. It gave things a slightly more "cartoony" feel about everything.
  • Zoomed. Sorry about the zoom. I didn't even think about that. The game will be run at 2x resoltion so that's the reason I posed the sprite that way. When I get home I'll repost the sprite at actual size.

@ VEGET - Thanks!

@ Rollerkingdom - Cool idea on the powered air. I'm going to try to do actual thighs first - just to see if I can make it work.

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Pixel Art / [WIP] Caterpillar Mech
« on: January 29, 2010, 02:12:41 pm »
Here is my "Work In Progress" for a caterpillar mech. I'm struggling a bit with drawing the upper thigh (so it's removed from the current animation).



The mech will tranform from a caterpillar form:



This sprite is for a game I'm working on... a freeware retro platform shooter in the style of early nineties shareware games from Apogee/Epic/ID. (Duke Nukem, Halloween Harry, etc.)

My problems right now:
1. Drawing a good thigh that "looks right" with the rest of the mech. Not too large (so that it makes the lower boot seem small) and not so small that it doesn't appear to hold his weight.
2. Keeping the mech "near" this height. If the mech gets too much taller, then the rifle fires bullets at a height over the main character sprite's head. (I know... bad planning on my part).

Advice and C+C welcome! Thanks!

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