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Messages - Psiweapon
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Job offers / Re: Sprite animator needed for untraditional Shoot'em Up game
« on: February 10, 2020, 11:44:05 am »
Hey, here is my portfolio, if you like my stuff mail me at Psiweapon from gmail period com.

Hey Sergio.

I'm Psiweapon; you can look at my stuff here and here, mail me at psiweapon (at) gmail (dot) com if you're interested.

General Discussion / Re: GrafX2 status?
« on: March 31, 2016, 06:31:19 am »
I got the impression that you should probably never try explain the entire UI of any program in one go.

For something as visual as a painting program, explanations should go :
- "You want to <do stuff>"
- Pick a color here
- Pick a brush there
- Select this effect
- ==> Look at the result
- "You're still there ? It's also possible to <do slightly different stuff>"
- add one thing
- ==> Look at the result
- "Oh this red is too dark. Let's make it lighter"
- Open palette screen, go straight to the RGB sliders (don't say a thing about ANY other buttons)
If such demo looks spontaneous, it's interesting to watch. But it requires good preparation to avoid unnecessary lengths and backtracking :)

Unfortunately I can't easily understand stuff demonstrated like that, so I can't present them like that  :'(

I need things listed and explained first :yell:

I've figured out how to record that stuff much better,  and I'm going to record that one again with better graphical examples and no (arbitrary) time limits or horrible frame drops.

About the general approach, I'm pretty much comitted, but at least now I can produce juicier exhibits and add some bells and whistles.

In any case thanks for the feedback   :),  I'll keep it in mind and try to get closer to that with examples and whenever I decide to go deeper into a particular feature.

General Discussion / Re: GrafX2 status?
« on: March 30, 2016, 06:36:23 pm »
It's always great to hear! I started maintaining the program because I knew a lot of graphicians were used to drawing "like in Deluxe Paint" (Grab a brush in the image itself; Use the spare page to store temporary parts), and Grafx2 was basically the only PC program which allowed it - but as a MS-DOS fullscreen only, so it would work less and less well on newer versions of Windows.

The cosmic irony here is that I have never touched an Amiga, and got GrafX2 for the first time *exactly* because it was a drawing program that ran under MS-DOS (in the early 00's I got stuck for quite some time with a computer that didn't feel like displaying colormodes with more depth than 256...)

I'm tackling a video tutorial effort, I already made an "first contact" introductory tutorial and I'm working on a second one.
And I thank you for it. The only real documentation I ever did was the "getting started" guide
I'm quite happy with the plan but I never completed it and it lacks a lot of illustrations (especially animated GIFs). People don't read documentation in general, so at least images have a chance of catching people's attention.

Thanks for linking me to that document :)

The first tutorial I made looks like shit but it was to be expected, I'm looking into how to make them not look like they come from a coal-powered VHS.

General Discussion / Re: GrafX2 status?
« on: March 29, 2016, 02:18:23 pm »
Pulkomandy is hosting on his own own material, so please excuse the lower budget than Google :) He uses an extendable "coding project" system, so we don't choose the appearance of everything, but it fits our current needs, and it spares us a lot of web coding.
The activity page is here :
The bug tracker, to report problems, is here :
The "downloads" storage is here :
There is a wiki system (, but we haven't used it much, so far.

The grafx2 mailing list ("google group") still works, and Peach has also reserved the domain name "" for us for several years now, but we have never been able to build a proper "home site" to point there.

The big development in progress is the port to SDL2. It fits better with modern desktop/laptop machines, as the interface becomes 24bit (instead of sharing the image's 256 colors) and the image can be edited zoomed independantly from the size of the user interface. It involved a gigantic number of changes, so that when it is complete, only the SDL2 version will be in active development.

edit: You're right about it being confusing for the artist-user. We would need something that looks more like a portal / home.

Wow!! Really glad to hear a report directly from you!!!  :D

I've been with GrafX2 for nearly half my life already, it's actually a huge part of my life.

I'm tackling a video tutorial effort, I already made an "first contact" introductory tutorial and I'm working on a second one.

2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: March 29, 2016, 12:13:38 am »
Hottest shit I've seen since the beginning of the year  :o

awesomely amazing or amazingly awesome, I can't decide.


Edit: I recorded the blasted thing again, it looks much better now.

Been a long time since I was active here.

I'm not a GrafX2 wizard but I've been using it for a long time already, and actually only now I noticed that:

-Apparently there are no tutorials, much less video tutorials.
-The interface is a huge "what" for people that come in contact with it
-Online documentation is dying.

So I slapped together this introductory tutorial with the idea of making more as long as I actually know what I'm talking about. Time didn't allow to explain right button use on the interface itself even though it's alluded to, I'll guess that's the next thing I'll have to cover.

Any thoughts on how useful / helpful it'd be to make more?

General Discussion / GrafX2 status?
« on: March 28, 2016, 09:30:43 pm »
Development status doesn't worry me that much, but maintenance status does.

The old Google code page has finally 404'd and the site is either incomplete or abstruse...

If there's anybody around more or less in the know I'd like to hear whatever they want to say.

2D & 3D / Re: cowardly imp
« on: February 09, 2013, 10:04:19 pm »
Yes, that thumb thing is the kind of error one somehow manages to not notice, but that once seen cannot be unseen. Like doble elbows and other shit. Happens to everyone of us, I think :)

2D & 3D / Re: cowardly imp
« on: February 09, 2013, 09:24:06 pm »
Hey, cool pic! Very interesting imp!

About the black shadows, you have to think whether you want the pic to look "inked" or not.

The mouth, eyes and immediately surrounding areas are very well defined. The black shadows in the first version aren't well defined, but look cool nonetheless.

The thumb we can see in the imp's left hand (on the right half of the image) really just shouldn't be there, it looks awkward. Or if it just is not a thumb, you should do something about it anyways because it reads like one.

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