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Messages - Basketcase
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General Discussion / Re: Your Favorite Graphical Artist/s
« on: September 10, 2014, 09:45:25 am »
Not attempting to post a comprehensive list, but a few figures come to mind: Paul Robertson, Syosa, Joakim Sandberg, Derek Yu, and Omocat.

I'm only just getting back into the px game, so their influence on my own work remains to be seen.

Very Sworcery. I like it.

I gather the main focus is on the landscape rather than the character(s)?

I think its visual distinctiveness is totally cool and hope you aren't encouraged to tone it down.

Pixel Art / Re: Rockington from JonTron
« on: February 07, 2014, 12:50:28 am »
Is it meant to be like a hard rock, or a crystal? Cause right now, I read it as soft, a bit jelly-like. I thought more harsh straight lines would give it a harder appearance, so I fiddled around with it thusly:

I shifted the colours to go bluer when darker, added more highlights, used more angular shapes, did some pixel-level refinements, but there are some irregularities left (like that curved bottom-right). But those 90 degree angles in the shading are deliberate. A bit experimental. Like em?

I think I inadvertently made the face area look kinda flat in comparison to the depth that the upper shading gives...

ETA: I just found that this is a pre-existing character:

General Discussion / Re: NEW CLUSTER STUDY THREAD!
« on: February 02, 2014, 09:57:00 pm »
I'm loving the results I'm seeing in this thread.

I haven't pixeled much in a while, but this prompted me to try something:

General Discussion / Re: Replacing pixel art
« on: February 08, 2013, 12:21:55 am »
Crispy horizontal and diagonal lines
Pixel thin highlights and outlines
Impossibly bright colors

Aye, those things are nice. The 3rd one doesn't seem unique to PA, though.

I'd like to see pel-shading: a 3D rendering tech that draws things with those pixel-craftish aspects. Seems feasible to me. (I program, but not graphics programming.) Stick in some integers to define the colour count, outline thickness, etc. It wouldn't be able to replicate more complex styles, not without some more involved tuning. But it could provide an economical way to include 3D geometry in a 2D pixel-crafted game with some visual coherence.

General Discussion / Re: What makes shooting platformers fun?
« on: February 07, 2013, 11:58:55 pm »
The controls are absolutely crucial. Make them responsive, and close to a standard layout when it makes sense. Test with the best controller available. Test it on fresh players. Not yourself, you'll get too used to the feel of what you're making.

Make an interesting mix of environments. Don't just change the background, give different levels different shapes, like open areas, tight tunnels, rooms, vertical stages, destructible stuff.

(Hm. Most of what I've said applies to all platformers. Most action genres, even.)

To give replay value, first just make it worth playing once. Place secrets (areas, items, routes) throughout the levels. Note that in this internet age, there is no such thing as a too-well hidden secret.

Don't care how many levels, make it last an hour if that's what you've got. Just don't add filler.

How difficult? More difficult that the contemporary norm. To start, every kind of enemy should kill me at least once. Don't bother spending time making multiple difficulty levels, spend your resources testing and refining one.

Good things? I liked the dodge move in Hard Corps: Uprising.

Bad things. I agree with Ashbad on scoring. I'd even go further: don't include it in your arcade game either (see Videogame Culture Volume 1 for a detailed, forceful exposition). Instead, give your player's actions consequences within the actual game world.

More bad things: long mid-game cutscenes (longer than a few seconds). Infinite leveling-up/grinding. Collecting dozens of useless trinkets (not fashionable anymore, thankfully).

The future of the (2D) shooting platformer? Integration with melee combat systems from beat 'em ups. Bringing in treasures back from the future (i.e. 3D genres) like analogue control, real physics models, online play (mostly interested in co-op, personally), character customisation, polygons, voxels, vectors, 3D sound, stereoscopics, augmented reality, dual-wielding.

General Discussion / Re: Big boobed characters in video games
« on: January 22, 2013, 09:08:49 pm »

General Discussion / Re: Big boobed characters in video games
« on: January 20, 2013, 07:02:29 pm »
The lust evoked would be different depending on the sexuality of the beholder, no? I think more visual examples would help, for me at least. Here's something with western comic dudes.

They look ridiculous. But are they really an example of the hypothetical case in question; does this generally appeal to heterosexual women comic readers? I don't know. I don't think that was the intent behind this... fan art, let's call it. It was drawn to point out, to men, something along the lines of the ridiculousness and gratuitousness of sexy posing, costumes etc. for women comic characters. Seeing these remixes (not these I linked in particular, but others in the same vein) and reading the accompanying commentary has made me more aware of sexualisation in media. But it hasn't made it look just as ridiculous or unappealing.

What was my point again?

Would a comic book with both the parody effeminate sexy dudes and ordinary sexualised women heroes be sexist? Is that even a relevant example? Buggered if I know.

General Discussion / Re: Big boobed characters in video games
« on: January 20, 2013, 05:53:09 pm »
Lots of Robertson's stuff there seems to be fan art, just for fun. The girl in tank top and hotpants is for a commercial game.

It's all in a distinctive style, and the big boobs are a constant motif. Plus the superhero dudes and ultraviolence. I infer: he draws what he likes, and doesn't give a damn who he alienates. It's for him and other men with tastes developed from a healthy diet of videogames and anime (like me).

But I don't think he's gonna put dickmonsters in Mercenary Kings. Might be interesting to ask Tribute (the developer) who their game is for. I think they have commercial goals that will force Paul to restrain himself somewhat. Perhaps with the right tactical approach, some social justice-minded people could convince Tribute to make him tone it down some more, and test how truly 'independent' they are. Who's up for kicking a hornets' nest?

Where can the line be drawn between sexism and taste?

Why does a line need to be drawn? Can't tastes be sexist?

If a game sexualizes men and female in the same way

Gotta stop you right here. How is that even possible, given that men and women are sexualised differently, even when you do the same things to them (e.g. dress both a man and a woman in a speedo)?

General Discussion / Re: Big boobed characters in video games
« on: January 20, 2013, 04:48:47 pm »
I assume this was a rhetorical question?
Nope. Since you picked those out specifically, do you think they are particularly sexist?

Compared to his other works, lol.

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