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Topics - Decroded
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21
General Discussion / SEGA SC-3000 palette?
« on: November 29, 2014, 11:39:10 am »
We had one of these consoles when I was a kid - http://www.sc-3000.com/index.php/The-SEGA-SC-3000/SEGA-SC-3000-Technical-information.html
I read palette restrictions 16 colours with 16 shades of each.
Just wondering if anyone knows more detail about that palette?
I'd like to have some fun drawing something with that limitation  :lol:

22
Pixel Art / Dragon boss (modular animation)
« on: November 12, 2014, 12:56:06 pm »
Here's something I'm working on as an end of game boss for a Zelda-style rpg.
Just a rough and dirty animation because its made of modular parts and is animated smoothly in engine by code.


I feel like the wings especially need work but it hasn't come to me yet what I'm doing wrong so any crits are welcome.
Here's the PSD if you feel inclined to edit  :0'
https://www.dropbox.com/s/dfo3le08rzwr3x9/dragon%20demo001.psd?dl=0

23
Pixel Art / Desert stage mockup
« on: November 09, 2014, 12:52:10 pm »
sidescroller scene mockup.
thinking to add some more layers of rocky outcrop.
any thoughts on colours and such?
less detail in background rocks perhaps to avoid drawing the eye there?

24
General Discussion / Cintiq Companion
« on: May 20, 2014, 11:50:38 am »
So I've been eyeing off these Cintiq Companions since they started talking about them.
But I don't know anywhere in Brisbane Australia to see one in action.
Can afford one at the moment but always hesitant to get the first series of anything when updated model is often way better.
Reading that Vagrant's has bricked after a few months use makes me wary too.
Also unfortunately I would need it for work too so some kind of stand up case with keyboard would be good.

Anyone got experience with any of the above that might help?

25
General Discussion / Just started GraphicsGale
« on: April 13, 2014, 02:29:01 am »
Pretty sweet program.
A few things I'd like to know if anyone can help:

1) Perform layer operations across multiple frames? Things such as renaming, moving content etc. If perhaps there is a mode where I always have the same layers across all frames so this might work? Currently I have to do the same small thing many times for each frame.

2) Shortcut the transparency colour? In Photoshop I have E for Eraser.

3) Reduce opacity of Custom Grid?


Thanks  :y:

26
General Discussion / Galaxy Note 3 drawing apps?
« on: October 16, 2013, 02:19:41 am »
I'm playing around with a Note 3 and thinking about getting it.
Since I don't have money for the new Cintiq Tablet ( :'(), I'd like to use this for some sketching and a bit of pixel art would be great.
If theres something that would let me do sprite animation then that would be amazing!

Anyone know any apps that are good for this?
Happy to pay obviously but dun wanna buy crap thats just designed for editing photos.
Suppose I can always do a refund from Play Store if its not what I want...

27
Pixel Art / Can you tell who this is?
« on: September 28, 2013, 05:21:38 am »

Some bits are still a bit rough and background isn't done but crits appreciated as always.

Tried tightening up the composition but don't really like how it came out.


Probably need to try some colour variations now.
I don't think the shirt colour is helping with the association.
And someone told me the skin was too orange :mean:

28
Pixel Art / Multi-hue ramp discussion
« on: September 03, 2013, 03:28:30 am »
I'm starting this in an effort to understand better how to make ramps that include multiple hues.
I'm not talking about simple cool to warm blends.
Rather those more artistic ramps that include either one or more completely different hue that is not an obvious choice, and yet some how fits into the ramp without nasty colour separation while also really adding something interesting to the overall piece.
Lets take this image for example:

Some really crazy hues going on there to make dull old metal suddenly so interesting.
This reminds me of the colours you might see if you pause an AVI file (especially more compressed) around a dark area where you see a mix of hues blending together across a ramp.
If you'd like to discuss any other interesting examples then please share.

To get this started I've whipped up a basic rock with a fairly obvious choice of hand-picked colours:
[updated]

I'm finding the larger plains quite intimidating to experiment with but I'd love it if someone can edit this with some more interesting colours and perhaps add some rough background impressions where relevant.
Or if you have a better idea for an image to experiment with then please share.


Maint points I hope to improve on here:
  • The relationship of saturation and brightness for various combinations of hues to blend together.
  • How various hues may interact with each other to create interesting effects.
  • How to mix pixels of multiple hues within the same or nearby chroma range to create a perceived colour.
Anyone got more points?


Thankyou!  ;D

29
Pixel Art Feature Chest / GR#211 - Zelda Style - Sprites&Tiles
« on: August 30, 2013, 12:33:18 am »
Sorry if these images are too big, I'm trying to give myself a large canvas to mess around in.
The game screen is 320x240 scrolling.

Here's someone's tile set which obviously needs help:


I want to add a smoother, more painterly style to the Zelda tiles in use here.
There are many other tile sets and sprites and I'm waiting for a copy of the full 256 palette which I will rework to remove all the wasted similar colours to free up some space.
For now I'm sticking mostly to the existing limited colours palette (only added 3 dark red/oranges) but there is still plenty of room to add/replace some colours.


Here's where I'm at now:

This started out by fixing the nasty stairs but I couldn't stand those unnatural looking railings and all the noisy texture so I've just started redoing the whole thing...

Firstly I've spent a few hours redoing the cave wall and doorway tiles (top).
I didn't intend for this texture of completely random chunks but thats what I've ended up with.
I hoped the bottom would look less like hanging down into the lava and more like rocks protuding upwards, hopefully I can fix it.

Secondly I've tried to smooth out the lava texture to be less noisy and repetitive by adding a flat red with patches of texture and points of interest such like bubbles (to be animated).

Now I'm moving onto the more challenging (for me) task of the ground tiles.
Right now I've made a mess and expirementing with textures and this is mainly where I'm after some advice/edits.
The bottom of the U is where I'm working now.
You can fall off all these ledges and I think I haven't clearly marked the edge of the play area yet.
I wonder what a professional would do here.
I'm thinking 2 separate colour ramps and textures, one sharp chunks of rock around the edge and one for patches of smoother rock with cracks or something.
I'm trying to do this now but I suck at it so any help is appreciated.
Also any tips on efficient tiling that still prevents too many straight lines and grid effect.

Thanks.  ;D

UPDATE:
Maybe something along these lines (bottom mid section)?
Do you think I would be better off not trying to recycle these colours and just create new ramps?


UPDATE:
Gave up on the palette. Feels like I'm moving slowly in the right direction.
Don't know what to do about the colour of the flatter inner area of the ground.
It kind of looks like dirt but this seems wrong for somewhere so volcanic...


30
Pixel Art / Title screen [need c+c]
« on: May 17, 2013, 02:42:15 pm »
Helping someone out with a title screen here.
The scepter is important in the story, as mountains are to the journey.
Its a pretty generic looking design but I'm not great with this stuff so I roughed this up and now I'd like some feedback please as far as composition and priority etc.
The scepter design has obviously not started yet and the banner will probably get some meaningful design but otherwise...

I like the bold colour mountains but maybe I need to reduce their contrast as below to lower their priority?


There will need to be title text in there somewhere so in the top area seems to the place to be.

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