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Topics - philipptr
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Pixel Art / [WIP] Big-hat-guys Adventure in EGA-Land
« on: July 11, 2009, 05:21:40 pm »
Currently developing a little game to test my leveleditor and since grafx2 had the EGA-palette loaded when I started it to make some tiles for testing purpose I went with that. This is what I have so far:

8*8 Tiles, supposed to be played on 160*128, so for those running on 1280*1024 that would be 8x :)

Also started a watch as I liked the idea of having it for the main menu

(I am planing on putting it on a desk with some random papers laying around to create some indiana-jones-planing-an-adventure atmosphere ;) )

Currently I am not at all statisfied with the underwatertiles as they dont fit the scenery I think (should be more cave/pyramid style). Also I don't know whats possible with ega and I'm having a hard time using the colours, so if I missed better choices for ramps or such things feel free to point these out ;)

2
Pixel Art / Moonlit scene
« on: January 07, 2009, 12:01:04 pm »
I didn't push any pixels for a long time, so I thought I might try it again.

It's just a random scene with a moon, some mist and a forest.
It is supposed to be viewed at fullscreen, which explains why I chose so many dark shades.
I don't need help at anything specific, I just thought some input would be nice and you would most likely spot flaws I missed. Any kind of critique is welcome :)

3
Pixel Art / [wip] Forest bg
« on: October 25, 2007, 02:29:01 pm »
While thinking about possible 2d bgs for a mobile phone sh'm'up I came up with the idea of stealing one of the flink bgs. Well mainly stealing the idea and the layout. (Before I earn a strike: it's neither drawn over the respective blink bg nor did I even look at the original while pixeling this, it's just a test on how well I would do pixelling a scene from flink that I had in mind.)



Problems I have which I don't really know how to fix:
- contrast/colours. I'm not sure but game+high contrast bg doesn't work very well, right? I had less contrast in older versions of this but it looked much worse so this was the best I was able to do. secondary light-source isn't working very well with these colours too.
- tiling. I'm going to make some more tiles, but this looks far too repetative to be statisfied with.

So if someone has any ideas how to fix these points or if there are any other flaws but being a bit sketchy here and there, I would really like to know ;)

Edit: please ignore the broken HUD at the bottom.

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So I was trying to make a castlevania-like backround, and although the number of tiles raised dramatically since I added the lightrays and changed the light a bit I wanted to hear some constructive critism.

Is the green ramp unfitting for this kind of church-window?

Generally I think it's pretty boring at the moment, maybe it's just that I need to add detail..

EDIT:

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Pixel Art / [WIP] Grafics for a platformer-rpg
« on: January 31, 2007, 10:47:22 pm »
So after coming up with the strange idea to make a rpg from a jump'n'run perspective I've started doing a little mockup for it.
The ground is made of 16*16 tiles while the tree is just one big sprite. It's a bit inspired by Helm's mockup from the video-thread.

I would really like to have some c+c on the trunk, especially shading-wise, since I think it looks pretty flat. All other critique is appreciated aswell. :) I came to learn ;)

(The thing in the background is supposed to be light shining through a tree, which will be most likely removed as soon as I have a better idea for a background.)

Edit: (newest version)


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