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Messages - rdcarvallo
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1
In GGale you can set the color depth to 15bit color.

The you can set the RGB value to anything and GGale will paint with the nearest valid color.

To see the real RGB used, just pick the color from the image.






2
Pixel Art / Re: [WIP]Newbie Isometric sprite
« on: September 19, 2008, 11:31:43 am »
Before getting the second version, I played with pen and paper.

The man with shield and sword was my reference for the sprite...

You are right, I didn't copy the hands (my mistake)... And maybe I'll have to add a neck to separate the head a bit.

3
Pixel Art / [WIP]Newbie Isometric sprite
« on: September 19, 2008, 08:12:04 am »
Hi,

   I'm programming a little iso engine for my cell phone, but I need some graphics to test it.

   My first attempt was these really stiff dudes:
   

   Then I tried some better poses, this is the result
   

   Now I'm coloring it, to make some kind of base sprite for the different people.
   

  Critics & comments are welcome, also a bit of help with anatomy, for iso perpective.



4
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: September 03, 2008, 04:17:03 pm »
Playing the games in the Megaman Collection (PS2) loking for inspiration and reference, I found many tricks used in GeminiMan Stage from MM3, They have a scrolling star field, made with sprites, and then they use color cicling in the palete for the background.

Didn't play MM6 to see the Sunset scene in Tomahawk stage, maybe it's not split screen, but sprites well done.

In the Star Ocean videos, there is a wave/ripple effect in all the screen, some ideas in how they achieved it.


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Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: September 02, 2008, 04:04:47 am »
Dump of the work from this week:

BOSS:


MOCKUP:


TILESET:


Only two palettes used, so I can give more color to the stage.


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Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 28, 2008, 04:40:40 am »
Mockup for Dinamite Man stage.



Ptoing's micro-mega-man is very nice!

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Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 25, 2008, 03:27:08 am »
Update of KatanaMan:
Some stage tiles, the boss fighting MegaMan complies with the NES restriction, there is a bigger version of the boss.



Also Here comes a new Robot Master, DinamiteMan



C&C welcome!

Edit: added DinamiteMan.

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Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 21, 2008, 07:09:43 pm »
I know of the "no edits" rule ,but Mettols(the yellow hats) and Sniper Joes (the green men with shields) themed for the stage???

9
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 20, 2008, 05:18:41 am »
Here goes 2 of my 8 robot masters: Katana Man and Scorpion Man, still W.I.P.


The original design of Katana Man:


I'll try to make my 8 robot masters.

The tileset/stage will be the Katana Man ~ Samurai themed stage.

10
General Discussion / Re: Megaman 9 with 8-bit graphics
« on: July 10, 2008, 02:52:31 pm »
Now that more images have surfaced, we can talk about the direction this game is taking.

To make a better comparison of the game graphics, I have been playing the NES games in the Anniversary Collection in my PS2, currently, 2 bosses left in MM1, 5 in MM2, 4 in MM3, and MM4 was finished in one sitting.

I'm a huge Rockman fan, and as many others I found MM2 a masterpiece, but my favorite games are MM3 and MM4, for the gameplay mechanics that introduced (Slide and Rockbuster).

In all the screens shown so far, I have not seen slides nor buster shots... this makes me worry, they aren't simply downgrading the graphics from the last games, but also the gameplay.

I dont see much sense to release a mainline megaman as a download game.

I agree completely with this, a game all the fans have been waiting so long, should not be released as a download.

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