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Topics - Mr. Fahrenheit
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General Discussion / Hexagonal tile woes
« on: August 05, 2014, 03:31:33 am »
So I've had this recent interest in board games and haven't been able to find one that I think would suite me perfectly, so one of my friends said to make my own.
The basic premise is you are some sort of rustic explorer party searching for some mythical relic or location, not sure what exactly. As you explore you flip over new tiles from a stack so the map is completely different each time you play it. You then can build buildings and get resources to help you on your search. Something like that I guess, I'm really just jamming together my favorite ideas from other games.

The problem I'm having right now though, is how I should make the hexagonal tiles the game would be played on. There would be somewhere around 5 different types of terrain: river/valley, plains, forest, hills, mountains. Each one has a different viewing radius to let you plan a little ahead if you find a mountain and can see far into the distance. I'd like to have some fairly organic shapes of the different patchworks of terrain types. This makes me want to lean away from the idea of a single tile having a single type of land on it. A single type of land per tile would certainly be easier and flow better with the sight line idea. The other way I see that this can be figured out is if I have each tile have a mix of a few different terrain types on it around the corners so they can be organically wrapped around like Carcassonne. This way would provide me with the organic shapes I want and the possibility to incorporate an idea of building context sensitive buildings depending on what corner of the hex they are built on. The problems with this method is that not every tile would be able to work with each other, as far as I know, which is why I came here.

So Pixelation, is there someway to efficiently tile hexagons with multiple types of terrain on them so you can randomly draw them and play them according to existing tiles? example of different terrain types on a tile on a different game.

Pixel Art / City Street (Very Early WIP) Perceptual phenomenon?
« on: November 25, 2013, 10:36:11 pm »

Its eventually going to be a rainy city street hopefully. Right now its really just a proof of concept seeing how reflections should work. Also do the glows come off as too obtrusive?

Hopefully I will include things like depth of field and glowy stuff.

Tips and C+C would be awesome!

Pixel Art / NES Restrictions: Survival Mockup
« on: November 10, 2013, 06:14:59 am »

I'm trying to make a mockup of a survival type game, where you run around and try not to die, pretty self explanatory. It takes place during the wild west time period, so the character is a cowboy type, with a horse. So far I'm using two of the four bg palettes, and two of the four sprite palettes.

Two main questions, Is making my tree a sprite a good idea? I was thinking it could get chopped down, and the sprite aspect of that would be useful, I'm not sure if background tile's can be removed. And can you have a sprites like the bison and horse I made? or would I have to shove them into an 8x8 box?

Besides that, just regular old C+C!  ;D

Pixel Art / Mount of Olives, Pixel Painting
« on: October 13, 2013, 09:32:54 pm »
So I'm trying to pixel some traditional art to see what happens.


Does anyone have any advice for pixeling cloth? I'm also thinking of removing the angel figure and just focusing on Christ.

Pixel Art / Warring Cities
« on: June 27, 2013, 03:49:46 am »

Should I add more colors to smoothen the aa?

Should do some more pixel level work like textures, more shading and the sort?

These are just some questions I have regarding my piece.

C+C away.

Pixel Art / Killer Robot
« on: January 17, 2013, 02:12:59 am »
Its been a while since I posted some artwork so,

Does anyone have any C+C?
The references are ROBOT.

 His right hand is supposed to be crushing a person and I am not sure how to make it read.
Also, I am using Arne's 16 color palette.

General Discussion / Sub Pixels
« on: August 05, 2012, 03:37:21 pm »
I was looking around reading about sub pixel rendering and found this topic: and some others about sub pixel animation and all that. However the topic's picture that i linked are broken So I am wondering, are sub pixels just anti-aliasing, is it something different, or is it a special type of anti-aliasing that conforms to the red green blue colors of the sub pixels in out monitors? I know in some text there is sub pixel rendering that uses what i would say oddly hued colors for the aaing.

Pixel Art / Small overgrowth sprites C+C please
« on: June 17, 2012, 01:36:01 pm »

Some small sprites for picture wars. The first two rows are my rabbit sprites and the third row is some dog sprites. You could C+C on the landscape picture if you want but the sprites are preferable.

Pixel Art / Street Art
« on: May 26, 2012, 02:02:29 am »
I've got several parody's  and remakes of some famous street art. and . Could I have C&C on them.

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