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Messages - Psiweapon
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11
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.

12

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?

https://www.youtube.com/watch?v=P4I1oPxNpDI

13
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 Pulkomandy.tk 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.

14
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 :)

15
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.

16
General Discussion / Re: Favourite pixel art tool
« on: February 08, 2013, 11:35:13 pm »
Grafx2 is incredibly efficient to work with once you get used to all of the keybindings.  http://code.google.com/p/grafx2/

Or if you just reassign them to whatever you want. I use WASD instead of the arrows.

My vote is for GrafX2 too. I wouldn't even be into pixel-art if it wasn't for that program. I can't stop saying that, sorry.

17
General Discussion / Re: What makes shooting platformers fun?
« on: February 08, 2013, 11:29:03 pm »
This post is relevant to my interests.

These are some vague questions, so the best I can offer is vague answers.  Not to mention they're going to have some of my own bias included.  ;)



I'll just take this nice list  ;D

-What would add replay value?

Megaman Zero saga: new game+ bonuses
Super Metroid: sheer atmosphere and exploration breadth
where the fuck is the jump ball? I swear I never found it!
Metal Slug: I want to free ALL the POWs so if I lose a life I reset.
Demon Crest: Variety of endings. Metamorphoses of the player character.

Different characters to play the game with. That's awesome.

-How many levels should there be?

Huh. Hard question. I don't know, but please, no "whatever previous level revisited" or at least try to avoid it.

-How difficult should the game be?

Either hard to survive or give the player incentives to try and go for perfect runs.


-What are the good things you've seen in shooting platformers?

Eye candy.
Super Metroid: Again, sheer freedom of exploration. Arcane powerups.
Metroid Fusion: the SA-X
Megaman Zero:  Charismatic enemies. Interesting poweups that change the way you play.
Demon Crest: A lot of bosses and phases seem outright impossible until you manage to figure them out. Arcane powerups. Really manages to keep you "in the dark" about what's next or how do you beat the game, in a good way. Playing a bad guy.
Cave Story: Heart-wrenching drama coated with cute sprites.

-What are the bad things you've seen in shooting platformers?

Super  Metroid: The backtracking. Oh Glob the backtracking and checking every corner in search of that itty bitty breakable block that'll take you somewhere essential.Negative counterpart of exploration.
Megaman Zero: Saves. Lifes. Continues. Scores. Score ratings. GGGAHHHHHHHHHH  :'( And grinding for energy cristals / XP / health. What the fuck is GRINDING doing in a game like this? at least grinding in some castlevania games is moar liek gambling since you're going for a rare drop.
Demon Crest: Arcane game sequences to see all the endings. The negative of being kept in the dark in a good way is, well, just being kept in the dark.



-What would you like to see in the future from this genre?

More compelling stories (cave story) and drama, character development. More and better narrative overall. Meaningful choices in powerups, not just accumulating them (Cave Story has this, so does Gunstar Heroes, but in different ways). Game-long choice of player character among several. Optional / mutually exclusive levels.

18
General Discussion / Re: Big boobed characters in video games
« on: February 08, 2013, 06:17:25 pm »
Wheeeeew.

Good quagmire you've managed to set up here, earthlings.  ;D

I've read through the entire thread and most of the links. The parodies of absurd female posing are highly amusing, and enlightening too.

Can I get a little on-topic? Or at least try? I think I'll fail miserably.

First and foremost: I consider the over-abundance and over-flaunting of biological airbags stupid. The contortionist poses are also pretty stupid, and most of them don't even look sexy to me. The occasional well-endowed woman is alright (just as in real life) but making all female characters an army of cookie-cutter automotive safety devices is just plain monotonous, shallow and boring (that is, objectionable from an artistic standpoint without even getting into the sexual objectification component...)


An egregious example of stupid airbag designs:
Taki from the Soul Calibur franchise: http://www.videogamegirlsdb.com/Images/Soul_Calibur/Taki/Taki_SC_Legends_01.jpg
Form-fitting overalls? Ok, fine, alright. Independent envelopes for each of the boobs?! What the f*ck?! And how the hell does the suit go INTO HER BELLY BUTTON?! I must assume such an outfit comes with a little vaccuum device to fit it "properly"  :yell:

Drive safely. Drive with Taki.  :blind:

Some mixed examples from manga:

Kiasca from Berserk, by Kentaro Miura: http://yuki-chat.org/shimmie/_images/d4f78ff9ae45c2b9860c4b14a4f7af54/2001%20-%20armor%20berserk%20casca%20monochrome.jpg

Kiasca is a very capable badass girl with some scars (none in the face, though). She's the most dangerous mercenary in her troupe besides the protagonist and said troupe's leader. Little to no emphasis is usually placed on her boobs, or other typically feminine qualities, except in some sporadic scenes. Unfortunately, the character is ultimately objectified when she becomes mad and aphasic after a harrowing experience where oceans of blood were shed. In her defense, I have to say that all other characters involved in the event that turned her into an "object" qualify for at least one element of this list, either prior to or as a result of that event:
a) killed
b) maimed
c) demons

Gally/Alita from Gunnm (aka Battle Angel Alita) http://25.media.tumblr.com/tumblr_m889l0Zy4r1qbewsko1_1280.jpg

I think this character is a particularly interesting example as it shows both objectification and actification of the same female character at different points and levels of the story.
Objectification:
1) She's a complete cyborg. That fits a literal interpretation of the word "objectification", and a close metaphor for the kind of objectification we're talking about here.
2) From the design (this one IS big-boobed, qualifying for "boobs of steel" too, both literally and as the trope) it's clear that it's designed as an "object of desire".
3) she is subject to several very clear objectification attempts by other characters in the plot:
-The first story arc revolves about a cyber-doc rebuilding her from a derelict cyborg torso+head. She starts the story as, literally, an object: a piece of scrap. Then said cyberdoc reactivates "her", and tries to make her into some sort of daughter/wife husbandry hobby project. HE FAILS MISERABLY. Throughout the plot there are a myriad other attempts to objectify her, both by antagonists and "good guys". Some of them fail heroically, some of them succeed horribly, but she is always strong enough to break through the objectification, sooner or later, in one way or another.
4) She is actified to a high degree as she is the main driving force in the story, and what she does is much more important than what or how she is.

I'd go into a detailed analysis of the objectification attempts on the main character in this comic, but the post is already long enough.

Whoops, we were supposed to be talking about vidya gaems rite?

19
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: February 03, 2013, 04:32:25 pm »
Of course dude, but if some sprite is meant to be seen at a fat pixel size, I expect to be shown here like that, if it's shown in 1x1 pixels only I assume that's how it's meant to be displayed.

Since we have a nifty zoom script here, it's always a good idea to post your work at 100% zoom, regardless of how it's being "used" later.

Unless you have the bad luck (like me) that the zoom blurs the pixels  :'(

20
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: February 03, 2013, 12:54:50 pm »
Honestly, I was wondering where the hell the idle animation was, before clicking on it two or three times for zoom. I couldn't see it.

Turn it up a notch or five, subtlety is a good ideal, but useless if it flies over the public's heads.

It depends on the scale the game is played at. I doubt it's going to be played at a 1x scale, so it'll probably be a lot more obvious when zoomed in. Games like Metroid had very subtle animations as well and they tend to be well-liked.

Of course dude, but if some sprite is meant to be seen at a fat pixel size, I expect to be shown here like that, if it's shown in 1x1 pixels only I assume that's how it's meant to be displayed.

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