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Messages - saimo
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151
General Discussion / Re: The gathering of the Fad Avatars
« on: November 20, 2006, 02:07:28 pm »
Holy crap! There's so many awesome portrait avatars! I'm lovin' them, people.

'Decided to give a go at it, so here we go...


Wow, just wonderful! :o
BTW: that's Astroboy, right?

saimo

P.S. a few hours ago I sent you a PM...

152
General Discussion / Re: Demoscene Poll
« on: November 20, 2006, 01:54:11 pm »
cool, maybe I give it a try in the future when I understand my Atari  :-\.
So, I take it you are interested in coding as well (besides pixelling, I mean).
If not, you could just join a demogroup...
... or, you could just join *me* in this project :D :P

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And ofcourse when I have a better understanding of the demoscene in general!
Just watch demos/slideshows/musicdisks/demomags until your head blows :crazy:

saimo

153
General Discussion / Re: Demoscene Poll
« on: November 20, 2006, 01:08:07 pm »
I have an old Atari 800XE, so can I do demoscene on this if I want too?

You can do demos, slideshows, musicdisks, etc. on whatever hardware you please. The only "problem" is that not necessarily the hardware of your choice has a demoscene movement connected to it.
Anyway, I guess Atari machines do have an active demoscene.

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And it's all done by code?
What do you mean? Code is just one of the key elements ;)

saimo

154
General Discussion / Re: Demoscene Poll
« on: November 20, 2006, 11:41:40 am »
C64 Scene Database :V

csdb.c64.org
Very nice place :)
Gotta check out some of those demos!

saimo

155
General Discussion / Re: Demoscene Poll
« on: November 20, 2006, 11:19:00 am »
Okay, I kinda understand. I'm like, half way there now. lol
Demoscene is hard to explain in few words. It's about art all around: pixelling, coding, music making, etc. I guess that the quickest way to learn about it is looking at a demo... if you want, have a look at the video of the demo called "Arte" (heh), which sports wonderful pixelwork, awesome tunes, great code and lots of stuff in just a double-density floppy disk being chewed by an Amiga 500 ;)

Here are some demoscene-related sites: http://www.pouet.net, http://www.scene.org, http://ada.untergrund.net .

saimo

156
Pixel Art / Re: Take the dust off your microscopes
« on: November 19, 2006, 01:51:20 am »
Actually, this is the right forum.  Normal members cannot open new threads in the Challenges and Activities forum, and this is not really a challenge or activity ;)
Oh, well... I'm just... dazzled :o
Both because I was sure that I did get to click "new topic" over there (maybe it was just too late and I was too tired...) and because I thought that improving those sprites was an activity.
Apologies to everybody for messing things up.


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I think the main problem that these sprites are suffering from is being outlined.  Since they are only 8 pixels wide, 3 pixels for outlines on the legs is nearly half the width of the sprite  :o  Losing the outlines would give you much more room for other details.
That's true. I can't remember what I had in mind back then - heh, it's 11 years ago, after all ;) - but probably I did not even consider outlineless sprites because I've always liked outlines, because of contrast reasons and because probably I was too influenced by those tiny sprites in The Amazing Spider-Man ;)

saimo

157
Pixel Art / Re: Take the dust off your microscopes
« on: November 18, 2006, 02:34:25 pm »
Looking alright.. perhaps a less saturated green
Agreed.

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and maybe not black outlines, but if you're going for that, Work it.
Yeah, outlines are probably one of the aspects that should be improved. A complete removal would be OK as well. I have no preference, indeed.

saimo

I realize that this is not the correct forum... could an administrator move this to the right one, please? TIA.

158
Pixel Art / Re: Take the dust off your microscopes
« on: November 18, 2006, 02:10:58 pm »
This reminds me a lot of the "challenge" another member tried to set up where we would all compete in making the best website layout for him/her.

Challenges here are to improve our skills, not to make a better picture for you. If you want help with your sprite, make a general critique topic on it, get some suggestions and try to fix it yourself.
I understand your suspicion, but I can assure you I'm not trying to get others to do the job for me ;)
I don't need those graphics for anything. I just thought you could have fun with it and I'm curious to see how far real artists can push it. That's all there is to it, really.

saimo

P.S. I really cannot open new topics in the Challenges & Activities forum... can anybody fix it, please? Thank you!

159
Pixel Art / Take the dust off your microscopes
« on: November 18, 2006, 12:42:56 pm »
[To the administrators: I would have posted this in the Challenge & Activities forum, but there I cannot open new topics anymore! :o Has it something to do with the fact that after actually creating a new thread I gave up by going back to some past page? I have cleared the caches, but still the "new topic" button does not appear??? Sorry...]

Hi all,

I'm new here, so just to be clear right from the start, I'm *not* a pixeller, but a coder! However, I love pixelled graphics so much that occasionally I even dare to put together a few pixels... indeed, sometimes I'm just forced to.
I love and feel comfortable with tiny graphics, so this thread is for those who share this preference. Its aim, in fact, is improving the animation of a sprite I drew back in 1995: it's an 8x16 pixels, 14 colors soldier that walks, turns and shoots in four directions. The only restrictions are that the size must not change and the number of colors must not increase (rather, it should decrease ;)).
There's lot of room for improvement and I'm eager to see how beautiful you master pixellers will make it become!



saimo

160
Commercial Critique / Re: Commercial Critique: The Chaos Engine
« on: November 18, 2006, 03:18:13 am »
.. And if there was a duplicate color that could appear the same as another color or darker, depending on what raster effect was active where? That would allow you to define 'where the shadow would fall if it was dark enough' and make it visible on a particular range of scanlines. It would mean the scrolling would need to be vertical to do a proper transition, but it's certainly possible.
Uhm... could you elaborate, please? I'm not sure I get what you mean.
The "duplicate colors" idea implies the existence of the extra bitplane mentioned above, but I can't follow you when you talk about "raster effect": if it's not about blitting the shadows (simplest method), but it's about Copper, how could it be done pixel-perfect horizontally-wise given the limitations of horizontal timings (not to mention that it would be much more complicated and time consuming than blitting a 1-plane shadow mask)?

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The question was how it was displayed, though -- which could easily be different from how it was emulated. Probably whatever was simple and good enough looking was done in both the case of AGA-emulation and non-AGA.
True, what should be checked is the actual output of the HW. Though I don't have the equipment to do it (not even an OCS/ESC machine, indeed) nor any specific technical documentation, so the best I can come up with is assuming that AGA compatibility was as close to the original output as possible.

saimo

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