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Topics - LoTekK
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1
2D & 3D / Mirror's Edge - Celeste
« on: January 14, 2010, 06:32:42 am »
Did up a handheld-spec model of Celeste from Mirror's Edge. Still need to work a bit on the texture (and possibly tweak the UVs). 506 tris, 128 texture.


2
Pixel Art / "Wot ya thinkin?" "Pub?"
« on: December 20, 2009, 04:45:34 pm »
Was rewatching Hot Fuzz again, and felt like doing up a couple pixel versions of the characters. I've got half a mind to do up proper platformer sprites for Angel and Butterman, as well as the rest of the Force (sorry, Service), and the council.



"Morning."


3
General Discussion / Advanced ProMotion functionality (eg. dither formula)?
« on: December 15, 2009, 02:18:05 pm »
Has anyone messed with custom dither patterns in ProMotion? I'm wondering if there's a way to get slightly more "organic" (for lack of a better word) dither patterns via custom formulae. Math, however, is not one of my strong suits. I took a quick look at the documentation for the feature, but it's obviously all very math heavy, and there doesn't appear to be a way to randomise the values, since that's kind of what I'm hoping to be able to do. Short of being able to randomise values somewhat, does anyone have custom dither patterns that they find useful that don't look quite so organised? I mean, I know there's manual dithering, and tweaking the dither pattern afterwards, but it'd be nice to be able to define a more organic dither than the defaults currently available.

4
Pixel Art / Tiles 'n' props 'n' stuff
« on: December 14, 2009, 04:49:42 pm »
Haven't really been able to work on the shmup I was mocking up earlier, and my boss has put together a multi-scrolly prototype at work, so I'm putting the shmup on hold for now. Been putting some tiles and stuff together for the project, though you'll notice they're a bit haphazard in terms of theme. To an extent, scale, as well (though we have a far background layer as well, which is where the shrunken stuff will go). Tiles are 40x40/80x80, and will have a bit of NPA stuff happening to them after I throw them into Flash (mainly lighting and whatnot, plus a bit of overlay to variate the colors just a tad).



Palette needs some reworking and resorting. For now most of the 40x40s are sharing the same palette; same goes for the 80x80s; primarily for the sake of my sanity, since I'm simply adding a new frame in PMotion when I make a new tile, but also for the sake of not needing the nightmare of re-harmonising everything later on. Some of these need some serious revisiting, and I really need to do something about some of those non-45-degree diagonals (in particular, the two doors). Also, the tree's still pretty early; I've got maybe an hour into that, so I'll probably do a bit of reshaping, and subsequently lots of pixel cleanup.

Palette-wise, I don't think any of these tiles use more than maybe 8 or 10 indices apiece. I could probably add more, but if this works, I'll probably keep the low color-count for sanity's sake.

C&c and suggestions are more than welcome. :)

5
Pixel Art / Shmup mockup
« on: November 15, 2009, 06:06:26 pm »
Having just released Rocketbirds: Revolution, an in-browser Flash game for which I did the majority of the background art [/shameless plug], I figured I'd use the down-time to start mocking up a shmup based on the characters from that game, and specifically, the circumstances in the intro. I haven't really figured how I want to handle the background (ie, whether to go for simple, parallaxing silhouettes, or something more detailed a la Aero Blaster or UN Squadron). So for now, the background and sky are somewhat placeholder.

For the sprites, I still need to go in and rejigger the palettes, since I did up Hardboiled (the chicken) with largely the same palette I used for the penguins (and you can clearly see the difference in color focus between them). Right now I'm also trying to sort out the working files, since they're a bit of a mess of layers (am I the only one that's underwhelmed/frustrated with how Pro Motion handles layers?). I'll likely have separate sprites for arms/weapons, body, jet plume, and the lighting from the muzzle flashes.

Style-wise, I'm more than likely going to stay away from any AA, except possibly some local buffer shading if absolutely necessary.

Not sure where this is gonna go, but once I get a few more assets together, I'll probably start prototyping in Construct. Whether it goes beyond prototype will depend on the bossman.



different weapons and orientations (for movement around the screen)


and a quick animation test


Any c&c is more than welcome.

6
General Discussion / Pretty awesome Pixel Art App for iPhone
« on: November 14, 2009, 08:31:46 pm »
So I've been looking around for a decent pixel art app for my iPhone for a bit. Found a few, but most seemed to have pretty lousy interfaces, or inadequate toolsets. 32x32 seemed alright for simple stuff, but as I found out, the actual drawing control scheme is pretty tedious. Finally found a really full-featured one, though, after scrolling through a stupid amount of search results in the appstore for "pixel".

Edge Touch, by Takabo Soft. It supports layers, layer grouping, animation, palette editing (with realtime visual updates, a la pro motion, and a choice between RGB and HSL sliders), full 8-bit palette, up to 256x256 canvas, and a handy mini-window in the corner that shows your art at 1x, 2x, or 4x at all times (i really appreciate this last one). There's also the usual line tool, rectangle, circle, fill, etc. The only thing that's currently missing is, damningly, a lack of proper export (the only available option is export to photo library... which gives you a jpg. -_-).

Found a workaround, though, for now. Zoom all the way out to 1x, then take a screenshot (press the home and power buttons together), which saves a png of the screen. You can then get it to your computer and crop accordingly. Hardly ideal, but it's workable for now. I've emailed the devs to see if they plan on supporting export to png/gif via email in a future update.

http://iphone.takabosoft.com/en/edgetouch/index.htm

edit:
took a screenshot of the app. Palette is drag-scrollable (you can also opt to not display it), and you can set which index is the background color.



edit2:
Just got an email back from the dev, and the next update will have sync functionality via a Windows client (no mac yet), and he's working on email export as well, both methods will net you PNG files. :y:

Quote
The socket is communicated between the
Windows software(EDGE touch Utility) and iPhone/iPod touch,
and the function to send and receive the picture file (PNG)  is being tested.

When it is technically possible, I want to mount the mail attached function.

http://takabosoft.com/20091113000654.html

7
Pixel Art / Sir Galakid
« on: July 27, 2009, 05:10:51 am »
Ok, that was a horrible name, but I figured I'd put down a temp name for now. :p
This kid is the result of a random brainfart on Saturday, when an idea came to me, and I started tossing around some mechanics and art styles in my head for a platformish sort of game. More on that later, but for now just know that the sprite is of a kid playing knight, as many of us may have done as kids. I'm planning to change the shield, so that it's less of a shield, and more of, say, a pot lid. Still WIP; crits and suggestions are more than welcome.



I'm approaching this guy a little differently from my normal experiments, in that it's larger (64x64), and I'm trying to go with fairly discrete areas of color (as opposed to my usual inclination to anti-alias and overblend the hell out of my pixel stuff). The latter stems partly from the former, but also because I'm planning to animate him and get him into a playable prototype eventually, after I put a mockup together.

Self-crits:
Still trying to figure out how best to approach the left side of the head (currently "outlined" with midtone skin).
I can't put a finger on this, but he's not looking young enough. In my head I was thinking adolescent, a young boy playing knight and saving his town from invading monsters. I initially had the cooking pot higher on his head, and lowering it helped make him look younger, but I may have to play with the body proportions. Any suggestions on that?

8
Pixel Art / Lard Brothers
« on: July 24, 2009, 08:31:28 am »
I did these up for a couple of friends who are putting out a new album soon. They wanted old-school pixel-art representations of themselves, specifically homages to the italian plumber and his brother. On a whim, I also did up a version based on a photoshoot they did for the album (hence the suits and ties).



These were done up ultimately to function at 4x (coverflow image for the mp3s), and print (cd cover).

The actual cover, which will double as the coverflow image:



You'll note that in a couple of spots I cheated a bit and made use of the extra resolution to do a bit of half-pixel stuff, but the vast majority is just straight-up 4x pixel work. I just realised I screwed up the roof area a tad when I extended the building horizontally, so I'll be fixing that up.

The art is done, for the most part, though if I have time, I might mockup a platformer for them (alternately a final fight-style brawler).

Any crits would be more than welcome. :)

[edit]
Oh yeah, the mostly-mirrored lighting was a factor of time (I didn't have time to redo one of the sprites to unmirror the lighting, so I ran with it).
[/edit]

9
Pixel Art / Female sprite + first try at a walk cycle
« on: August 24, 2008, 09:42:33 am »
Well, there've been precious few comments on my fadatar (aside from Helm's very helpful crits), so I'm guessing it's done for now. Decided to take a crack at a 32-high sprite, again loosely based on my girlfriend. Need to futz with the colors, though, just laid down some base colors to get the forms before I get to hue shifting, etc.



and took a crack at a walk cycle:



Still need to add body movement (especially the hips), but how's the pendulum motion for now? Also, it's got a stupidly high frame count (12 frames).

10
Pixel Art / Fad Avatar
« on: August 05, 2008, 04:59:02 pm »
Started making a fad avatar of my girlfriend tonight. I more or less used the same pallete as the standard fadatar, though I think I added a single intermediary color somewhere along the ramp. Currently at exactly 16 colors. Here's where I'm at, as well as an anigif of the process so far (I didn't save a copy of the sketching stages).



Crits very much welcome. :)

edit: Bah, that was a stupid mistake. Links fixed.

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