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Unpaid Work / Amiga Rygar Port and extra level help
« on: April 24, 2019, 06:40:44 am »
Hello Pixellation Artists :)

If your either a Rygar (Arcade game) or an Amigan fan you may be interested in helping enhance an Arcade game port that is currently in development.  Mcgeezer(Graeme Cowie) from the EAB (English Amiga Forum) has been doing an incredible job of converting a game that never came out on the Amiga, "Rygar"

If your interested at all please have a look at the current demo for Amiga AGA machines. (more video's on his channel)

Why am I asking for help: As one of the team members, I helped create all the maps (27) via Tiled Map Editor for the game but right at this time am overcommitted with other work. Creating a few Amiga games and "Iridium" shoot em up (recently funded Kickstarter)

If you can help in any way, we would love to hear from you.

If your are more curious please see the post thread from Mcgeezer himself here

or visit the main game development thread here

As always very happy to gather any information you need :)
By the way we can do a few other visual tricks such as using the Amiga Copper Chip to add extra gradient colouring such as the enhanced sky that you see in the demo video.

Would really love to see one of the very talented pixel artists from this great forum help if possible, if not, thankyou for taking the time to read the post. Hopefully I'll start posting some of my own pixel art here for some professional feedback, some of the work I have been doing sits on my blog

Pixel Art / Re: C64 - Amiga - WIP platform game graphics
« on: May 17, 2015, 09:32:35 am »
Hi Cyangmou, your insightful thoughts are very useful and the outline disappearing if I use the same colour as a background element was one of my thoughts I needed to try resolve.   Part of the issue was anything that was a glow type effect such as the flame or other particle type effects.

Some other sprite enemy examples, with and without outlines. The spikes on the "Blackstar" would work quite well with outlines (not shown) and Particle Explosion example seems fine not to have outlines?

Appreciate your thoughts, I will continue thinking about this.  I am more inclined to not have any background at all.

Pixel Art / Re: C64 - Amiga - WIP platform game graphics
« on: May 16, 2015, 11:30:55 am »
Hi Carnivac, don't get me started with Amstrad, enjoyed many hours playing games including Mutant Monty :)

I'll tackle the 27? colour palette limitation sometime in the future,  always prefered there (4 colour mode 1) over (chunky mode 0 :)

Pixel Art / Re: [WIP] Having trouble understanding shading.
« on: May 16, 2015, 11:21:27 am »

This might not be the best reference but the site Deviantart has some step by step tutorials on how to build a scene which including shading techniques.

Conceptcookie artist shows some examples

I tried to find a tutorial on lighting various objects but failed for you, sorry. 
But if you search for tutorials, shading etc you might find more :) 

Pixel Art / Re: C64 - Amiga - WIP platform game graphics
« on: May 14, 2015, 09:31:32 am »
Hello Rikfuzz,

Thanks for your reply.   I didn't grow up with a C64 either.  We ended up choosing an Amstrad CPC 464 :) 

My main issue at the moment is either adding an outline around each element or not.  Some things look nice with and some without.  For example the two flames on the right don't have outlines and look fine, whereas the fish or the dirt box areas do have black outlines.

Some colour palette references are for different platforms :)

Will look into the Atari 800XL as I never owned one (did own an Atari 2600) and enjoyed many hours of Combat and Space Invaders :)

In the future I possibly will change the colour palette to my own personal preference but for now it's nice to reduce and limit the palette to a platform I don't know much about (did play Dam Busters, Killawatt, Boulderdash and Spy vs Spy on though at a friends place)

Pixel Art / C64 - Amiga - WIP platform game graphics
« on: May 14, 2015, 02:36:15 am »
Hello Everyone :)

I am interested in people's thoughts on the following WIP graphics.  This is not a real project but an experimental one. 

The idea is to use the Commodore 64's (16 colour) palette for an Amiga game (320x256 Pixels / PAL).

Thankyou in advance :)

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