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Messages - eobet
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2D & 3D / Re: Crocodingus [iPhone version]
« on: January 05, 2009, 11:37:12 am »
Flogging a dead horse, perhaps, I still find that not only is the contrast still too low, but the lighting is also inconsistent.

Shadows indicate that the light source come directly from the top, yet the croc is darker on his left side.

Now, I don't actually care about that since the shadows are so basic and symbolic.

What I do care about, though, is that only the croc has a darker side. Everything else in the game should too, both objects and the landscape.

If you add that, it will also probably bump the contrast all by itself.

Since you learned Blender for this, may I ask if you are planning to learn OpenGL by yourself too?

I'm also an iPhone owner and want to make an app of my own some day, though I will probably not start with an OpenGL one...

General Discussion / Does a similar forum exist for icon & ui design?
« on: February 15, 2008, 03:22:27 pm »
There are hundreds of icons and skins for various applications (and websites) being released every day, but I've never found a place to post, critique and discuss these things. I've been a professional icon designer for a few years now, and I'm itching to talk about common problems, solutions, techniques and so on.

Can anyone recommend me a place?

(Oh, and my/most icons these days are object based and not pixel based, so this forum would not be suitable.)

Pixel Art / Re: Aldo's Adventure
« on: January 17, 2008, 03:57:17 pm »
The last WIP was a huge step up, and also rather unique, imo, since I normally associate large, round, cartoony shapes with that you find on a title screen. It's rare to see someone being able to fit that into the game itself! Very nice!

I think that the frog character does blend a bit too much into the background, though.

Pixel Art / Re: [WIP] Arcade Academy
« on: November 04, 2007, 06:50:55 pm »
I'll have another look at the ledge-crawl.
The pause in the crawl is for player input as suggested by Dave.

That's cool, then. I'd still suggest finishing the first part of the animation off with a bounce of his feet, just so he doesn't look stuck/glued to the wall.

Pixel Art / Re: [WIP] space-boy (anim + tiles)
« on: November 03, 2007, 02:54:43 pm »
I've tried to improve on the ledge crawl.

This animation rubs me the wrong way, unfortunately. It has the same feeling as bad old 16-bit platformers, and I'll tell you why:

1) The action stops dead for a millisecond (when he catches the ledge, everything freezes or he gets stuck to it).
2) There is no elasticity (all of the action happens at roughly the same, close to linear speed).

The easy way I would fix this would be to simply make his feet quickly bounce out and in a pixel during the dead frames when he catches the ledge. I think just that would help to make it so much more alive (also think of all the elasticity the old Super Mario Games had, which not many other platformers were able to mimic).

PS. Love the idea btw (reminds me of Ramrod, somehow, which sadly never was released), and hope to see an OS X version too?

Pixel Art / Re: locust dump thread
« on: September 25, 2007, 10:22:27 am »
The way with just two circles is the way, for example, Nitro from Psygnosis did it on the Amiga/ST.

Pixel Art / Re: My Mobile Mockup
« on: August 23, 2007, 06:49:15 pm »
To continue my feedback... I don't know if people will confuse the monkey with the lion since they do look kinda similar, but I'd guess that people might think that the monkey and lion are on the same sides, since they share the same color.

How about replacing the lion with either a tiger (essentially a walking warning sign with the stripes... heck, a bee/wasp would do) or a panther (though people might confuse that with a black cat, since the tiles are all the same size)?

This feels a bit like adventures of lolo now as well, come to think of it. Wasn't that similar to chip's challenge?

Pixel Art / Re: My Mobile Mockup
« on: August 21, 2007, 05:26:53 pm »
I love'd chip's challenge, and I think this theme is brilliant!

The panda itself looks slightly scary, though. I think it is the proportions and the eye position. It's not super-deformed, or compact and cuddly, and it hasn't got puppy eyes... I don't know... something about it makes me feel uneasy. Like one of those Japanese teddy bears which have blood and claws when you look closely.

There is an open source clone out there somewhere, though with terrible graphics... but perhaps you can borrow it's levels database? Just a thought.

Oh, and if you do create this, please consider an OS X port? Pretty please?  ;D

EDIT: Snap, I just noticed "mobile"... ok, I have a J2ME phone, so I'm game (though it's 320x240 actually).

Pixel Art / Re: Angelic warrior
« on: April 10, 2007, 02:25:00 pm »
I would love to see someone do an edit with white blades on the scythe/axe, just so it might balance the wings a bit.

It's an incredibly impressive piece!

Pixel Art / Re: [WIP] Partisan Tactics Battles : Alergic to nuts?
« on: March 12, 2007, 10:08:36 am »
also, a link to how it (should) look fullscreen (1280 x 1024)

I'm enjoying this thread immensely, but I don't understand that link. It should have a headache-inducing blur? The filtering must be a mistake, since the finished game surely would use nearest neighbor upscaling with a correct ratio if you'd want to use such high fullscreen resolutions?

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