Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - saimo
Pages: 1 2 3 [4] 5 6 ... 17

31
Pixel Art / Re: Sky for C64 game
« on: September 24, 2010, 02:35:09 pm »
Ah, fair enough, did not know you used ECM for this, but I guess full blown hires bitmap would be a tad slow.

Yeah.


Quote


This would work: black, yellow, dark brown and dark blue as bg colours and some tweaks to the platforms, like getting rid of the grey ones and such. This way you could have the highlights and the dents :)

This edit is nice as well, but... mmm... I guess the tradeoff becomes too much now. I appreciate your input, but I think I'll stick to the basic platforms. Maybe in future I'll enrich them with the characters that get freed thanks to the new top (more below).


Quote
I take it the clouds are sprites, or at least partially?

No, the top part is meant to be fully HIRES: I'll just switch VIC mode between the clouds and the topmost platform.
Back to what I was saying above, the publicly available version is entirely ECM, so the HUD takes quite a number of characters. But once the HIRES sky is in place, I'll move the bar to the bottom and thus save the characters used for the pig silhoutte.


Here are the revised clouds:



Good? Bad? ???


EDIT:

Quote
Also, what is it with lots of demosceners and "filling out empty space", seriously give it some room to breathe.

Dunno if it's a demoscene trend or anything, it's just that such an empty sky looked too dull to me :-\


EDIT 2:


32
Pixel Art / Re: Sky for C64 game
« on: September 24, 2010, 01:38:32 pm »
Thanks for the edit, ptoing!

I would keep the sky and clouds very simple to stay in style with the rest.

Yes, definitely the right direction. This is exactly what I meant when I said I'd have to simplify and stylize the clouds.
I'll try to draw something just a little more elaborate to achive a slightly less bare look (and I'll probably keep the sun).

Quote
The highlights on the top of the platforms is something I would do because it increases the visual separation of the platforms and makes them pop out a bit more.
You lose a bit of detail in the top row as you can make no dents, but I think it's a good tradeoff.

The highlights are nice, but unfortunately they can't be used because there are no colors left. The part below the sky is HIRES Extended Background Color Mode, so, while I can choose freely the foreground color (which is used to paint the platforms), I have only 4 background colors, which are already used for the dents (brown, dark blue and dark gray) and the outlines (black).
I need such mode for performance (the platforms are generated procedurally) and memory reasons.

33
Pixel Art / Re: Sky for C64 game
« on: September 24, 2010, 11:37:39 am »
To be honest, I would probably ditch the sty as well as the sun (in case it is not needed for something).

No, the sun isn't needed for anything: I just left it there for some cuteness. Indeed, I had already considered removing it to have more freedom with sky hues, but first I wanted to see how far I could go with it. Maybe it will go.
As for the whole sky, OK, I can remove it, but how can I fill that space, then?

BTW: forgot to say that the 4th row of characters (so, the 8-pixel band between the clouds and the topmost platforms) can only be painted in solid color.

Quote
The newest one you have there is just way too busy, I assume the player will go up there and be infront of all the busy stuff going on?

Yes, but it won't be a problem thanks to the outlines of "active" objects - if you want to try an earlier version for a better idea, get it from CSDb.

Quote
Also the gradient skye stuff does not look nice either. No need to emulate Amiga copperpuke skies.

Well, I didn't mean to mimic Amiga stuff - it's just that I couldn't figure out a way to fill the emptyness. I guess the problem is in dealing with clouds and sky background separately at conceptual level.

Quote
Otherwise this looks quite cute I have to say.

 :)

34
Pixel Art / Graphics for a C64 game
« on: September 24, 2010, 10:51:21 am »
OK, so I'm working on this game for the C64:



Now I have decided to make the top part more interesting by means of a HIRES bitmap. Easier said than done, given that I'm no artist. Much easier.


The first thing that came to mind was adding clouds. Although I knew right from the start that a pseudo-realistic approach was not going to work, I tried anyway because I felt it was going to be funnier to do. Eventually, although I'm quite satisfied with the clouds themselves, the whole doesn't quite work, as I suspected:




So, I switched to cartoonish/childish clouds - and I was so uninspired that they ended up looking rather... well, bad. I guess I'll have to simplify and make them even more stylized.




Still, those clouds were good enough to get a first idea of where I was heading to. The next problem was making the sky less dull, so I thought of adding more hues. Due to the technical restrictions, the only solution I could come up with was the usual gradient stuff. And, at that point, another problem arose: which ramp to use? These are the best ones I could find, with the bottommost one being the one I prefer:




Techical restrictions aside, my biggest problem is that I can't even imagine an "artistic" sky. I tried to look at photos, but they aren't a good reference. I guess I'd better look at pixelled references (don't ask me why I haven't done it already - I don't know :P).
Well, in the meanwhile, any ideas?

35
General Discussion / Re: A skin appears!
« on: September 19, 2010, 09:55:15 pm »
I appreciate the work gone into the skin, but I honestly can't say I'm pleased with the result: I'll eventually get used to the icons, the shapes and all, but for sure I won't get used to the background colors - as nice as they can be, to me their lack of hue neutrality will always alter the perception of the pixel art posted.
EDIT: also, as a simplicity and flatness lover, I'm not particularly fond of the shadows and of the depth of icons and frames - they only make the view unnecessarily more complicated to my eyes.

(Just my humble 2 cents.)

36
General Discussion / Re: The Non-Exhaustive Restriction Guide
« on: September 17, 2010, 10:12:26 pm »
Yeh I know on Amiga it is just 000...FFF but on PC that would translate to 00 and FF in the case of the Amiga I think because you often see old pics converted F0F0F0 which does not look right. From what I gather the Amiga had the full range of brightness, as opposed to the Atari ST where F0 seems to be the right way to convert stuff.

Ah, wait... so you were talking about single channels? If so, sorry, what you said is correct :y:: in fact, AGA Amigas, when programmed to work in 12-bit mode, automatically mirror the higher 4 bits in the lower 4 bits (because the palette is 24-bit anyway), basically doing the 0 ... F -> 00 ... FF conversion you indicated.
Well, maybe that passage could use some rewording ;)

37
General Discussion / Re: The Non-Exhaustive Restriction Guide
« on: September 17, 2010, 09:28:28 pm »
Yeah, I can imagine a few good examples, like how the tiles were gradient-hued in Lionheart on the first stage...

Definitely a good example, although, IMHO, negatively counter-balanced by the saturated purple of the sky - I'd wouldn't be surprised if the sky colors weren't chosen by Henk (and viceversa).

38
General Discussion / Re: The Non-Exhaustive Restriction Guide
« on: September 17, 2010, 05:55:53 pm »
Hehe hence the constant Amiga sidescroller artifact of Copper gradient skies.

Precisely. That's indeed one of the easiest effects to achieve. (And I personally think it's been overused, often with terrible results - programmers tended to adopt highly saturated colors that ended up burning the eyes - I've done that mistake myself!)

39
General Discussion / Re: The Non-Exhaustive Restriction Guide
« on: September 17, 2010, 02:17:49 pm »
Great job, ptoing!

Just a few things about the Amiga...


12 bit RGB444 palette (4096 colours). This basically means you only have 16 instead of 256 choices per RGB channel.
On modern PCs this basically would be all values 00, 11, 22, 33, 44... up to FF.

000 ... FFF


Quote
Graphic Modes

There are 2 graphic modes in 2 subflavours.

Normal:
Lowres: 320x256 PAL / 320x200 NTSC - 32 colours
Highres: 640x256 PAL / 640x200 NTSC - 16 colours - tallpixels

Interlaced:
Lowres: 320x512 PAL / 320x400 NTSC - 32 colours - widepixels
Highres: 640x512 PAL / 640x400 NTSC - 16 colours
On the original machine the interlace modes flicker quite a bit unless flicker fixer hardware was installed.

Confusingly the modes are also often called: Lores, Medres, Interlaced and Hires.

There is something called Overscan which can achieve higher resolutions (wip)

Unfortunately things aren't that easy because the screen width/height is entirely programmable. The sizes you listed are just the most common ones, but the combinations possible are way too many to list (f.ex., nothing forbids creating a 336x267 screen, just to mention an odd one). Of course there were some limits, but sadly I can't remember them (too much time has passed) and it wouldn't be easy to describe them here anyway (just to give an idea: the left border could only vary between a certain range and at 8 or maybe 16 pixels multiples).

You were not totally incorrect, though, as modes do exist - it's just that they don't refer to the amount of pixels, but rather to the dimensions of the pixel itself:
 * LORES mode: 140 ns pixel, which is the biggest and most common one;
 * HIRES mode: 70 ns pixel, which is the kind of pixel here usually referred to with "tallpixel", since its height is twice its width (in practice, it's equivalent to a half LORES pixel);
 * interlace mode: activates the well-known odd/even-lines-only plus vertical offset effect to give the impression that the pixels height is half the normal size; it can combine freely with LORES and HIRES modes.

(The times expressed in ns refer to the time the raster beam takes to draw the pixel on screen.)

Another mode is the dual-playfield, which paired the even and odd bitplanes to form 2 overlayed, indipendent "screens", so the total amount of colors per "screen" is at most 8 for the background one and 7 (plus transparency) for the foreground one.

With the ECS/AGA chipsets things got even more complicated, but that's another story...


Quote
I am not sure if this wraps around scanlines, probably does.

I can't be 100% sure because I hated HAM and thus I never used it, but the memory of the very common tearing/bleeding problems of HAM suggests that it doesn't wrap around.


Then, let's not forget sprites ;)
Here is some information:
 * there were 8 sprites, each of which had 3 colors + transparency;
 * each sprite could have a maximum width of... mmm... probably 16 pixels; height could be... lemme think... probably 256 pixels, but with vertical multiplexing the height could be virtually any;
 * sprites could be combined (by pairs: 0+1, 2+3, 4+5, 6+7) to form 15-color + transparency sprites;
 * if my memory doesn't fail me, colors were taken from these palette slots (sprites: colors): 0, 1: 17, 18, 19; ... 6, 7: 29, 31 (the pattern is: the colors from 16 to 31 are divided into banks of 4 colors, which are assigned progressively to the sprite pairs; the first color of each bank is irrelevant because of transparency); the AGA chipset had the ability to relocate the banks, but I can't remember whether it applied to OCS and ECS chipsets (probably no);

Finally, a little note: colors could be dinamically changed by the CPU or the Copper* so that the total amount of actually colors shown could be easily much higher than the number of colors in the palette. This is relevant to pixelling only when producing the graphics for a game or demo, of course.

*Actually this applies to most of the chipset registers, so that it was not uncommon having on the monitor multiple screen modes at once.

40
General Discussion / Re: Official Off-Topic Thread
« on: July 05, 2010, 09:23:05 am »
Ai, just wanted to say I admire your AA research!
I only hope the results won't be so good to tempt lazy pixellers :crazy: (just kidding, of course)

Pages: 1 2 3 [4] 5 6 ... 17