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Messages - MoD
Pages: [1] 2 3 ... 14

1
Pixel Art / Re: Rails
« on: October 04, 2008, 09:59:36 pm »
I don't have much of a rationale for it, but I prefer number 3. I'd also wonder if the antialiasing on the ends of the boards is necessary--wouldn't you want to show the end of the board as having right angles rather than smoothing it into a bump on the actual rail?

2
General Discussion / Re: Official Off-Topic Thread
« on: November 19, 2007, 03:47:26 am »
It's kind of like getting an attachment to your tricycle to make it a bike. There's no reason to go back but maybe you'll decide you like alpha transparency more than ease of use and solid feel.

That simile totally broke down halfway through.

3
Challenges & Activities / Re: Mockup Frenzy #6: Musical Inspiration!
« on: November 18, 2007, 08:16:56 pm »
Lookin' good, Lar, but one little thing sticks out like a sore thumb: The light yellow you use while aaing between the green light and ground colors actually looks like it's lighter than the green. It could just be my monitor, but you might want to check it out.

4
Challenges & Activities / Re: Mockup Frenzy #5: Horrorween!
« on: October 16, 2007, 08:01:53 pm »
Evrey color has ist own RGB triple, except now instead of 256 (0-255) possibilities for R, G, and B, each now has 16 (0-15). However, color pickers don't support color scales with a maximum of 15 so we need to map that onto the 255 scale. This can be done by multiplying (I use trick's scale because it has a maximum of 255 instead of 240) each of the values in the 0-15 scale by 17 (11 in hex). For example, we have arbitrary color (0,4,6) in the 15 scale as (0,68,102) in 255-scale RGB. In hexadecimal that 255-scale color is (00,44,66). This 16x16x16 color space gives a full palette of 4096 (16^3) colors from which you pick your 32, as opposed to the 16,777,216 (256^3) colors in the 255 scale. So our 15-scale RGB color space has the same range as the 255-scale one (min=0; max=255 after conversion because 17*15=255) but less precision of color picking because of its smaller size.

To simplify, each color's R, G, and B values should be multiples of 17. :D

5
General Discussion / Re: Official Off-Topic Thread
« on: October 07, 2007, 07:39:50 pm »
On a completely unrelated note, I hate news sites that require registration.

6
Pixel Art / Re: gamemaker project
« on: October 03, 2007, 03:21:24 am »
One thing I'd like to ask is: What kind of trees had bare stretches of trunk between large leafy areas? I've never seen any like that and from an evolutionary standpoint it doesn't make too much sense. I guess it's possible though, if not logical; are you basing them off of a particular type of tree?

This is a nitpick and should be regarded as such. ;)

7
Challenges & Activities / Re: Mockup Frenzy #3: Game Boy De-Makes!
« on: September 28, 2007, 09:16:30 pm »
Descent! I loved Descent and its sequels!

Just had to say that.

8
Pixel Art / Re: Mutant soldier! From a lineart by Souly
« on: September 22, 2007, 10:51:24 pm »
See those eye/bulb things? Grossness would approach maximum if you made those bulge out some and then return to normalcy.

Aside from that I can't really say much--your pixel skills are great as usual and your animation skills are even better. Except, maybe, the purple that's one shade beneath the green might be a bit too dark.

9
General Discussion / Re: Forum Move
« on: September 20, 2007, 07:07:41 pm »
Testing quick edit; IE6 and Windows XP.

It doesn't work in IE6. I get an "Error on page" message:

Line: 63
Char: 2
Error: 'getElementsByTagName(...).0' is null or not an object
Code: 0
URL: http://www.wayofthepixel.net/pixelation/index.php?topic=5005.0

10
General Discussion / Re: The definition of a Style....
« on: September 10, 2007, 08:15:10 pm »
I would think of style as more of a reprioritization or selective emphasis than error. For example, some styles prioritize readability over anatomical accuracy because of small size, and others might prioritize realism or smoothness over low color counts.

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