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Topics - Rebel-CD32
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Pixel Art / [WIP] Jewels and game interface
« on: August 20, 2009, 08:52:24 am »
Hello everyone. I've been pixelling some graphics for a freeware BeJeweled clone. The game will eventually run in full screen 320x256 in 32 colours, but will also run in a window on the desktop. I've pixelled seven different jewels so far, but I need one more to finish the set. I'm thinking maybe something spherical, but if anyone can suggest an eighth jewel I'd appreciate it. It will probably end up using the beige/tan looking colours, or it could be a multi-coloured jewel too. I will have to animate each one as well, but I'm thinking of taking the easy way out and just adding a sparkle to the edges, rather than try and animate light shining through and reflecting off of the facets of the stones as they do in BeJeweled.

As for the interface itself, I got kind of lost at where to go with it. The windowed interface leaves me little room to play with design, because it's basically a base for other objects to go on top of, and the objects cover most parts of the window at some stage. Many of the buttons, which include options like "New Game" "Time Trial" "Practice" "Brick Hunt" "Back" "Next" all appear inside the black playing area before the game starts, while other elements are plotted over to the side of the play area, like the score and a few in-game buttons. I've tried to go for a glossy look to the buttons, which don't look too bad when they're on the black screen, but I don't really know how to make them fit in with the main "skin". I don't plan on keeping it looking so plain, but I'm also out of ideas as to how to make a nice looking interface to surround these elements and keep it consistent.

Another thing I may change is the look of the buttons. I don't think they need the extra "light" button next to them, what do you guys think? Each button has a normal and pressed state, so I was going to maybe make that round button next to the text button light up when it's clicked.

Here's where I'm at so far, I'll post again when I've made some progress. I would really appreciate any helpful critique, though.


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Pixel Art / Need help with a Halloween themed platform game
« on: October 24, 2007, 03:17:06 am »
Hey guys. I've been helping a friend out with her Halloween Nightmare game, which is a platform game for the Amiga. So far I've drawn a few blocks and sprites, but we're running out of time as she wants to try and get a demo released in time for Halloween. If anyone wants to edit any of these blocks and sprites, maybe they can see something I missed or have a better idea of how they should look, please jump in and have a go, we'll credit you in the game if you want to help.

We also need to animate several of the sprites, particularly the running and crawling sprite for the main character, and if anyone can help fix her cape in the climbing animation we'd really appreciate it.





The game is running in 16 colours, so we can't add any extra at this stage. Also, any palette edits will have to take into account that the Amiga 500 only had a 12bit palette, which means a total of 4096 colours to choose from, not 16million.

Here's the palette we're using for the graveyard level. The first colour (dark blue) is transparent.



Here's a link to the thread where my friend is asking for help - http://www.wayofthepixel.net/pixelation/index.php?topic=5274.0

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Pixel Art / [WIP] Avocado - Collectable fruit for platform game.
« on: July 12, 2007, 04:25:38 pm »
Hey guys. This is the first sprite I have made for a new game I'm making similar to Rodland, Parasol Stars and Super Methane Bros. on the Amiga.

I'm not entirely happy with it, it seems to judder a bit while it's spinning, but it ony took me about an hour to draw and animate. If anyone has any suggestions, critique or edits, I'd appreciate any input.

The palette is 16 colours with colour 0 being transparent, although I have only used 8 on this sprite.


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