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Messages - eobet
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21
General Discussion / Re: Disturbing trend in iPhone games
« on: June 08, 2009, 09:17:33 am »
Oddly enough, I haven't been able to find unscaled images of Zenonia (even though it is labelled as a "classic" mobile game, and even on the iPhone, has zero touch controls apart from the d-pad and button [yes, even menus have to be traversed with the virtual d-pad]).

But here are two 24 images which are unscaled (though compressed). Comparing the resolutions to the above, it looks as if the iPhone is nearly twice the size of the largest image, which is probably why the devs who ported it chose to slaughter the graphics like that... (again, not sure if adding horrible borders like SquareEnix did with their Final Fantasy tower defense game for the iPhone is the right solution either)


22
General Discussion / Re: Disturbing trend in iPhone games
« on: June 01, 2009, 07:51:42 am »
Yes, all games I've mentioned are ports (mostly from mobile phones).

And in Zenonia, someone had to draw the d-pad and the action button, which seems to be sharp and without scaling.

However, this port probably didn't have any artists involved at all:


23
General Discussion / Disturbing trend in iPhone games
« on: May 25, 2009, 09:21:05 pm »
I was so looking forward to a game called Zenonia for the iPhone, but when I saw the screenshots I was a bit shocked.

They murdered the pixels:



And this isn't the only game that has done this. Puzzle Quest does it too (even stretches the graphics) and 24: Special Ops uses a horrible scaler. I'm not sure if Crystal Defenders does it, but it looks suspiciously like bilinear filtering, even though they've added horrible ugly borders, instead of drawing proper widescreen graphics.

In short, for me this means that I'm staying as far away from ports to the iPhone platform as I can.

Though some ports choose a different route.

Both Pinball Dreams and Boulder Dash try to update the original graphics, but thankfully, you can choose to have the original pixels via a menu option. :)

24
General Discussion / Re: Kontora/Contra/Probotector/Gryzor
« on: May 16, 2009, 11:36:39 am »
There's an XBLA version of the game and the backgrounds are the same, which is wrong, the game does not look like that.

If both Mame and the XBLA version has the same bug... *tin foil hat on* ...does this mean that whoever did the XBLA version has stolen the Mame code?

Sounds incredible that an official port would contain a bug that's not present in the arcade original, and that would be the exact same bug that Mame has.

25
Pixel Art / Re: Death Note Sprites
« on: May 07, 2009, 10:27:33 pm »
I'm sorry to say, but that doesn't look like L at all, just some generic manga character.

Regardless if you're going for the movie version or manga version, L should be more hunched over, with a more bent back. His posture is really rather unique, imo.

Also, I actually think that Ken'ichi Matsuyama is way cooler in the movies, than what the L character in the manga is, so I would recommend that you study his face and hair to add more character to your sprite.

26
Pixel Art / Re: 1bit...
« on: April 15, 2009, 08:09:30 am »
Just a tip: If you want the authentic black and white Apple look, try this:

http://www.tinrocket.com/software/hyperdither/

:)

27
Pixel Art / Re: Small mockup + sprite
« on: March 06, 2009, 10:38:53 pm »
I'm getting such a Psygnosis Barbarian 2 or Spirit of Excalibur vibe from those graphics! But that's a good thing.  :y:

28
Pixel Art / Re: 2d fighter
« on: February 10, 2009, 10:55:23 pm »
The finishing on this sprite might not be up to par with commercial art, but one area where I think you excelled is in creating the illusion of a three dimensional volume with your animation. It is simply incredible.

The pelvic area seems a bit too rounded though (codpiece?), and the hair is borderline dreadlocks.

29
Pixel Art / Re: Portrait [WIP]
« on: February 10, 2009, 08:52:07 am »
Say... did you swipe that first reference from gay porn?  What a hunk! ;D

Anyway, the dragon and its portrait are awesome. So much so that frankly, the goblins next to him look generic and the hero character looks out of place.

I think it s because the posture of the hero is too extreme compared to the others, and the silhouette reads like a comic book cover.

I would at least redraw the cape of the hero character, if not the entire character. I'm sorry, but he's just not up to par with the rest, in my eyes.

30
I have to chip in and say that I also love the water, beach tiles and buildings.

The rest of the landscape is only early sketches, I hope, because the mountains and hills area really unshapely and do not benefit from the black outline. I tip would be to find photo references and study those. I believe the structures (and all other units) should have black outlines for the sake of readability, but I agree with the other posts that the landscape does not need or benefit from black outlines at all.

I'm a sucker for isometric stuff and hexagonal stuff, so this combination has me very excited!

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