Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - PypeBros
Pages: [1] 2

1
I've got a game ready for release.
You may remember the "C+C" threads when I was working on its graphics back in 2011-2013.


I hope some of you will enjoy it.
download link to May 2016 homebrew release
link to June 6th release, with improved sound effects.

November 2018. Almost there (1-UPs, final screens. Just missing name recording for high scores)

Well. Now to the core question: who else is done with a game (or has just been done lately) ?  Have you ever considered developing on (retro) consoles ?

2
Pixel Art / [C+C] Book shelf background
« on: July 01, 2015, 09:10:15 am »
Hello all.

I'm back, and still in my fantasy world. I'm working on a new background for an alternate path of my little School-themed game.


^ the concept art scaled to pixel resolution, blended to some background-stylish colors and integrated into a mockup of the upcoming level.


^one of those tiki-styled books with proper shading, possibly needing color reduction, with a gradient that is suited to edition.

Hope I'm on a good path ... I've never tried to address something that big before 0_o
edit: they're finally featured in the game, although I had to use tricks to ensure I'd stay under the tiles count limit.

3
Pixel Art / EGA micro-platformer: techno-zone.
« on: September 01, 2013, 09:18:13 pm »
Hello. A friend of mine is preparing a rush-platformer with 8x8 tiles (yikes! that's micro-small!) using only the EGA palette.

I'm trying to give him a hand with the techno zone, but I have issues with the lack of a darker tone (e.g. the grey thing on the rightmost part of the screen could use some extra shade.



Is there anything else you could suggest to improve the piece ?

4
General Discussion / help anti-spam-research (2 minutes)
« on: October 04, 2012, 12:00:05 pm »
Hello, all.

In real life, I'm doing computer network related research. This year, I'm trying to tune new ways to fight against spam without systematically relying on infamous captchas. You can give me a hand on it by following this link and post a comment (you can play the game or read our preliminary paper, but that's not even mandatory).

Thanks in advance.

(ps: I hope that was a fair use of this board)

5
General Discussion / your first pixel ever
« on: May 23, 2012, 06:57:22 am »
Hello, all.

I was just curious whether there were some other person around here who have started pixel art with some "exotic" means (I'd consider modern tools non-exotic, and to some extent DP2 non-exotic either).

My earliest attempts were done something like this:


directly drawn on technical, millimeter paper, and then hand-typed into some DATA statements in a BASIC listing.

What about you ?

6
Pixel Art Feature Chest / GR#088 - Plain Dark Tiles
« on: January 12, 2012, 08:31:48 am »
I hope thewexxlorz won't mind if I pick his (unfinished) level/tileset to show my case:


I'd love to have some artistic comment of that habbit of having plain, black (or tinted dark) tiles in the middle of areas. I've seen it used a lot, but I fail to grasp the rationale for it.

Of course, I get the purpose: avoid a repeated tile over the whole (non-playable) "wall" area, unlike what I did myself and can be seen in 16-bit games like e.g. Superfrog.

I understand that lightning condition can turn an irregular wall into a dark area, where only some details pop out,
or that some foreground element can be dark areas because of contrast-blindness like here.


 That works well in caves, and to some extent, we could simplify the 3D degression of lightning into a 2D tileset. But then, only when you have a large chunk of rock and a small corridor in it ... not for small platforms like those seen on the mock up.

Any alternate understanding to suggest ? Any reference on who's seminal style is duplicated here (I thought it was from Cave Story, but it turns out that I was wrong with that :P)

7
Pixel Art / [wip] Bilou's school : Pendats goes marchin' in [c+c]
« on: September 24, 2011, 08:19:19 am »
After defeating the assaults of angry apples in the green zone, Bilou is now back in the school zone where spidey-sponges, ink-throwing pits and bored sharpeners get into his way. I'm still looking for advice on how to make the art better. There's a playable demo level available. And a small arcade-like rush game under construction (but already fun to play).

Bilou animations


monsters revamp
pendat
-- inkjet
dumblador (in-engine capture)

Latest updates:

-

<-- ink pit animation

8
Pixel Art / [wip] Apple Assault HUD -- help needed.
« on: August 20, 2010, 03:34:51 pm »


I'm trying to give my little game a more appealing and readable HUD than the current one. It's a DS homebrew game, and I gave myself the whole "bottom screen" for stats & score. The text in white will be code-generated and offers little artistic liberty, but I thought the "health bar" and the "punch bar" could be worth a more visual interpretation : the blue curves.

The intent is to lit on/off part of these curves (palette-wise) to reflect the current status of the hero.

I'm not yet satisfied with the double-size Bilou (blue hero) and Applemen on the lower half, though.
Any hint ?

9
General Discussion / [game] Bilou : Apple Assault
« on: August 14, 2010, 08:04:19 am »
Hello dudes. I'm happy to announce the release of my first "real" DS game: Apple Assault, that is available for download on my blog.


Bilou and Bouli have crashed on a strange planet. While Bouli is repairing the Astrocruiser's repellor shield, Bilou (the blue ball) has to keep hordes of crazy applemen away ! The game feature the four fields surrounding the cruiser that you must clean up so that Bouli can finish his job and provide you a safe retreat for further exploration. Stun the applemen by stomping them (A). That will provide you more punch power to dispatch the assaulters further away (B).
In each assault wave, the applemen will come back with reinforcement. How long will you stand ?

Please note that this is a homebrew game featuring Noda's EFS and DLDI. Make sure your linker or emulator is compatible with those technologies.
Any similarities with any character (dead or alive) is pure coincidence.

gameplay tips

- you can build up your punch power faster if you press (A) again when bouncing on applemen
- yellow worms can't be dispatched, but they can "help" Bilou building punch power while staying at safe distance from apples
- once you've gathered enough power (stars will start appearing on your punch bar), you'll shoot a devastating shuriken instead of merely punching.
- the more bounces you chain without touching the ground, the more you'll score.
- check out the gameplay teaser video if you still can't beat level 2.
- do not press start, unless you want to enter debugging mode (which you leave with L+START but remains dormant). If you want to pause the game, just close the lid.

btw the game engine is versatile, although still under development. I'd love to give some of the mockups around some life with it (Arachne  :-* ) ... but most of all, now that I've filled my coding duties, I can resume pixelation for the next area : the school zone. Stay tuned.

Thank you all for your help in making it looking fine, despite I haven't been able to follow half your advice half as well as they deserved.

10
General Discussion / Palette cycling is back !
« on: July 26, 2010, 05:06:19 pm »
May I share this collection of demos with you ?
I  bet most of you know palette cycling animation; HTML5 seems to allow to code them efficiently enough to see a gallery of examples appearing. I must say some of them are pretty impressive.

Have a nice day.

Pages: [1] 2