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Topics - moket
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Pixel Art Feature Chest / GR#066 - C64 Palette Platformer - Mockup
« on: July 09, 2011, 06:16:05 pm »
Hi, I wanted to give a try at the C64 colour palette for a while, but was a bit intimidated by it.
I have to point that Ptoing's nifty document was the perfect companion since this palette so hard to understand.

8x8 tiles. I'm shooting for a 2x/4x zoom.
Must have a lot of issues there, feel free to point them.

mockup


tileset


player



canon round


EDIT
Current Underground Mockups


2
Pixel Art / [WIP] Mobile game title screen
« on: September 29, 2010, 11:16:34 pm »
Hi, my previous game project got lost in between work and me wanting to enjoy summertime and was way too ambitious.
But I learned a lot from critics and wanted to do something I can call a game.
So I'm starting a really simple cave flyer which I can actually finish and still have fun while learning some pixel tech.
I'm targeting mobile devices so I can easily get people to try it.
Again few colours makes things easier to grasp and blueish green is my beloved friend :)
Here's the actual state of the title screen, it should have the name of the game and some interface elements on top of it (help, credits).
I'm concerned by that red light, I like the vibration it creates but even if it should add some red saturation to the surroundings I'm not so keen of doing so.



3
Pixel Art / [WIP] Ninja Jam platform game mockup
« on: April 25, 2010, 05:39:16 pm »
Hi, lurking for quite some time, really impressed by the interesting thoughts I've read here.
I started a 16x16 mock up for a platform game, with a minimal palette not to get lost into, also a quick playable proto done with the Flixel framework in order to test the graphics in game. Sound FX made with SFXR and background wind mood picked up on The Free Sound Project.
Don't specifically want to get retro but it made things easier to grasp for a first try.
I will update with vegetation and some sky elements but didn't want to wait to much/forever so I could have some basics to start the next tiles.
Gameplay wise I was thinking of having the ground made mostly of quick sands with a few places where you could walk without dying.
So it will be mostly aerial acrobatics. Basically trying to cram in a lot of the typical movements you could find in platform games (wall sliding, double Jumps for example).
Also some pickups because japanese food is fun to draw. :crazy:

Anims are pretty rough, quite difficult to work within a few pixels (animation is hard for me whenever the size). I would like to have detailed ones in the end.


running
sliding against walls
falling
pick up
tileset


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