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Messages - Lazy Brain Games
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41
Pixel Art / "Dream Girl" NES CC
« on: August 15, 2011, 07:49:03 pm »
I've just started a new project, so I've been working on the main player character. There are some influences from Little Nemo and Alice in Wonderland, I've been working on various facial expressions. Is everything reading okay? Any crits or recommendations before I move forward with this?



Thanks! :D

42
Pixel Art / Re: [WIP] "Big Boy" Space Destroyer, color issues
« on: August 06, 2011, 02:25:51 pm »
Wow thanks guys! Here's some screenshots for a bit of context...





Just for good measure, here's a few in-game pixels...

 



The middle bottom one of r1k's edits is the most attractive so far ;) I'll try it out in-game and post a screenshot to see if it works ;) [EDIT]

Here's a screenshot of him in-game with the new color scheme, its serviceable, I might downplay the blue a bit, but I think this may be the best I can do at this point :P



Thanks again!

-JB

43
Pixel Art / [WIP] "Big Boy" Space Destroyer, color issues
« on: August 06, 2011, 04:15:13 am »
Hi all! I'm just about done with this next game, but I seem to have a bit of a color issue with this guy, "Big Boy". For some crazy reason, I shaded it with black, when absolutely nothing else has black in it (brown is the darkest color in the entire game save the background). So, aside from any regular lighting CC stuff, any recommendations on how to ease the black out and get just the brown in?

With black:

Black simply filled in with brown, trying to think of some better way of handling it:

Here's the palette I'm using, I'm in too deep to change it at this point, which makes trying to salvage Big Boy all the more challenging :P




Any help is greatly appreciated!

-Johnny B.

44
Pixel Art / Omnicron pixel dump
« on: July 26, 2011, 08:31:35 pm »
I finally finished Omnicron, and I thought I'd share some of the pixel art for the game ;) I used a new palette for this one, I'm pretty happy with the darker, more realistic feel I got with this palette. I like most of it, the picture of the ship seems to be a bit broken though lol. Now that I'm looking at all of it together, there certainly no shortage of brief projectile animations :P I'd like to thank the Pixelation community for all the help on the final boss image, he looks pretty sweet!



Here's the link to the game if you want to see how it all fits together ;)

Omincron download...
http://bit.ly/q0R8fR

-Johnny B.

45
Pixel Art / Re: [WIP] Contra-esque boss
« on: June 22, 2011, 01:30:33 am »
Wow, it was like you where reading my mind! I'm totally adding some mandible type things ;) I am the one making the game, so I can say there's an assload of boss battle goodness ;) In fear of getting too far off topic, I'll just briefly state that there's a number of phases for this boss. Here's a peak at a couple of other forms, all these forms are fused together to make one ultra-epic boss battle ;) SPOILER ALERT!

(1st) Mechanized form:


(2nd) Embryonic form:


(3rd) Adult/Monster form:


Now that I've worked so much on the last form, the others kinda look crappy lol. But that's okay, the adult form is kind of the "money shot" for this game :) I'll edit this post once I've redone the final boss :) If you're interested in discussing this game any further or are interested in testing, drop me a line at lazybraingames@gmail.com :) Thanks for the crits everyone!

46
Pixel Art / Re: [WIP] Contra-esque boss
« on: June 21, 2011, 10:47:04 pm »
Thanks for the input guys! I did some general cleaning of the body to address the blockiness. I made a new head, I like it, but I don't love it :P There is a part of the game where there is no head, so I put that up as well just to be thorough ;)

Updated boss


Boss headless


Boss head


I tried to make the face a bit more menacing, I think I did okay, but it feels like he's still missing something. The body is pretty much where it needs to be I think :) I might end up having the head move around independently (ala Contra) so there might be a kind of arm/ball thing in the furture ;)
There are still a couple of problem spots, but this guy is pretty much ready for prime time! Thanks for the input! It really helps!

EDIT

Just thought I'd show a pic of him in-game. I think I like the face better now that there's lasers coming out of it lol


47
General Discussion / Re: NES style
« on: June 21, 2011, 03:16:28 pm »
Wow! Thanks for all the info guys! Currently I'm in near the end of a project, so I'm stuck with the whack palette for that one :P Sometime next week I'll commit the time to develop a new palette after absorbing all the information posted here ;) For all the stuff I've done in the past, I just used 16 colors... and that it! I finally figured out that I there can only be 16 on-screen, not the whole game lol.

Thanks for all the help everyone!

-Johnny B.

48
Pixel Art / [WIP] Contra-esque boss
« on: June 21, 2011, 08:47:33 am »
This is the final boss for an upcoming game, I'm kinda stuck with the palette I have, but I think the color choices pretty much make sense :) I started with the left half, so the light is supposed to be coming from the top left (the right side is just a flipped copy). Somewhere along the line I got a little lost in the this one lol. I might redesign the head to distance this thing from the contra reference, I don't want my Contra envy to be too obvious lol. I don't know what the heck I'm doing with the neck, but it's gettin' there ;)






49
General Discussion / NES style
« on: June 18, 2011, 11:32:46 pm »
Hi all! I'm Johnny B :) I've been making NES style games for a while now, and I'm hoping the Pixelation community might take pity on me and help me out with these 2 things...

1) Developing a non-insane 16 color palette for the NES
2) Finding some type of guide for making NES sprites/images

For the first one, the palette, if you've observed any of my posts, the colors are always the first to be pointed out as "broken" or "it makes my eyes hurt" lol. I've reviewed tutorials (including Arne's 16 color palette tutorial), I've searched online, and I haven't really figured out why my palettes are so whack. The reference I've been using is this...



From this, I basically just pull colors, and do my best lol. Is there something missing from this? I've done the best I can do with this, but I'm hoping some benevolent pixel artists might step in and show me the folley of my ways, or even better, just throw some palettes my way! I know that a proper pixel artist develops his own palette, but I don't really have any hang-ups on using a good palette that someone else helped develop :) Some reviewers have noted that the Lazy Brain Games are "colorful" go figure :P

As for the NES reference guide, is there a book or a website or something on what the specs for NES art is? Specs as in:

Max number of colors per sprite (is it 3 or 4?)
Max number of colors for the background
Max size of a sprite
Max number of frames per sprite
and so on...

I hope no one feels like I'm just trying to get other people to do the work for me, but I've spent quite a few hours searching for NES art guides, and working with palettes, and I got nothin' :( After seeing some of the amazing pixel art here, I know there's quite a lot of collective knowledge and experience. Are there any benevolent artists out there that could help me out with this stuff?

Gratefully,

-Johnny B.


50
Pixel Art / Re: [WIP] Boss ship
« on: June 16, 2011, 09:22:57 pm »
Here's an edit with a bit more contrast, I often have issues with color :P Mainly because I keep pulling colors from an NES palette, which is pretty limiting.



The readablity of the ship is a very good point! The background does move pretty fast, which does help out quite a bit, but there's always room for more readability!

Thanks again for all the help ;)

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