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Topics - Lazycow
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Pixel Art Feature Chest / Feature 11 - Pharaohs Return (C64)
« on: May 26, 2012, 09:47:53 am »

More about Pharaohs Return in the web:
- youtube teaser
- devlog homepage (lazycow)
- the gallery (pixeljoint)
- gameplay infos (tigsource)

Hi, this is a mockup for a game with C64 restrictions. Using a 320x192 multicolor charmode screen here, with raster interrupts every 32 lines, which splits the screen in six 320x32 zones with selectable background colors and multicolor colors. (scoredisplay is build out of sprites in the border) I tried to use C64 restrictions to make the pixeling easier, but these C64 color restrictions in multicolor charmode made some problems...

The main problem for me is that the freely selectable color for each 8x8 block has to be one of the first 8 colors. But the "good colors" (browns and greys) you want to use for backgrounds are in the second half of the palette.  >:(

Any suggestions? Or am I on the right path already?

Pixel Art / Floroform
« on: January 27, 2012, 07:27:39 pm »

This is a mockup of a game where the player has to climb a big plant to collect items.
The blocks of the background are important to the gameplay, so the blocky structure of the tiles has to be visible. It could be camouflaged with twines somehow, but I don't know how, yet. (still wip)
C&C are welcome.

Pixel Art / faces / status display
« on: March 26, 2010, 02:21:54 pm »

Hi, I need some faces for the main characters in a video game. (for these usual message boxes) I tried to start with the evil character "Baron Von Hagen" who should show an evil smile. He smiles somehow but it does not look very evil, doesn't it? (references are from Chaos Engine)

Pixel Art / The yellow dragon [WIP]
« on: January 08, 2010, 05:16:33 pm »
Hi, I am currently working on a ... Yellow Dragon

For this, I want to construct the dragon out of multiple parts, which will be concatenated in realtime:
- head
- neck (16x16 sphere)
- body (32x32 sphere)
- tail (16x16, 8x8, 4x4 spheres)
- 2x wings
- 4x feet
- shadow

To enable a full 360 degree movement, head, wings and feet have to be drawn in 8 directions. For flying or running animations, the wings and feet have to be animated, too. (probably)

bodyparts / mockup

C&C are welcome

Pixel Art / Triumvirate [WIP]
« on: January 02, 2010, 02:24:18 pm »
Just a game mockup where the player can switch between three characters with specific abilities. A human, a robot and a rabbit. The human can use items and different suits (yeah, sexy), rabbit has telekinetic abilities and the robot can lift heavy stuff.

Pretty much WIP of course, C&C are welcome.

General Discussion / program which calls photoshop plugins
« on: July 06, 2009, 07:57:18 am »
Hi, I have stumbled over a very useful photoshop plugin. But I do not use Photoshop. Is there another way to utilize such plugins? Maybe there's a standalone program for this job out there? Or maybe some free paint program that can use these plugins? (macOS X) Any hints?


General Discussion / Pixen
« on: January 27, 2009, 11:19:40 am »
Hi, recently I have access to a Mac and I tried to work with Pixen. (sic)

My tablet just works fine and I was able to use most tools, but there is just one more thing! How do I copy and paste some rectangles of pixels from one area of the image to another area? That is one of the three most important tools I use while pixeling. I know, anything is a bit different on the Mac, but I do not get it!   :blind:

I am able to select an area with the select tool.
I am able to move the selection itself. ok.
I am able to move the content of the selection with the move tool. ok.

BUT how do I copy? When i move the content, a transparent area remains. I use Edit->Copy and Edit->Paste but nothing is visible. (a new layer is created instead) Is there a way to disable layers or do you handle copy and paste in Pixen?

Pixel Art / Silverline mockup
« on: January 12, 2009, 08:50:25 pm »

Hi, this is a raw mockup from a dungeon scene of a multi-player adventure. (16x16 raster) I do not like how the bricks fade to the dark. Which one is better? left or right? Somehow, I did not get the idea how this is done in other games. (both versions look a bit broken) any hints?

The other thing is... Which character view would look better: (A) view from above or (B) front view. It should be considered that this is a multiplayer-game, where each player can select different hair-styles/colors, face-types/colors, body-types/colors.

2D & 3D / Nanovoid
« on: December 06, 2008, 04:26:46 pm »
Hi, here are some graphics from Nanovoid, a space game which I am working on for quite some time now. The game is planned for the iPhone / iPod-touch, but there could be versions for PC after that, because it is based on a cross-platform game construction kit.

In the game you control a space fighter that has to pass several dangerous sectors of alien empires. (5 different empires are planned)

The Fleet of the Humanoid Empire. [wip]

The objects are modeled with AC3D and rendered with povray. The screen of the iPhone is 480x320, and the average craft size is about 32x32 pixels and the boss-crafts are about 64x64 pixels. (where this is only a rule of thumb, because there is no real limitation) Although the iPhone may have the power to render all the objects in realtime, all the graphics are prerendered. (in isometric view)

Battlecruiser (80x44 /  128 rotation angles, 542 vertices/ 599 surfaces) This is a render-test without a texture map, but with procedural metal textures (chrome and copper) that have been assigned to some surfaces.

C&C about models, style and textures are welcome.

Update: (the game is finished, take a look)

*new* Nanovoid - reigning space, trailer

Nanovoid, it's coming... teaser

appstore link:

Pixel Art / Mumbling Mummy challenge (Lazycow vs Sharprm)
« on: August 30, 2008, 02:57:45 pm »
Recently inside of an ancient pyramid...

C&C are welcome

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