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Messages - DrDerekDoctors
Pages: 1 ... 9 10 [11] 12 13

101
Pixel Art / Re: Custom doom gun
« on: December 23, 2005, 12:35:52 pm »
Not necessarily, Helm. I've done stuff in limited colours and just because I let PSP do the colour reduction without me choosing the mode it speckled the fook out of it and stopped it looking like pixelart.

102
Pixel Art / Re: Custom doom gun
« on: December 23, 2005, 09:09:35 am »
Er, do you use Paint Shop Pro? Because it looks to me like you saved as GIF and used the automatic colour reduction as it's put loads of stippley crap into the black bits).

Unless it's on purpose, in which case: get rid of the stippley crap in the black bits. :)

103
Pixel Art / Re: LEE EVANS LIVE!
« on: December 08, 2005, 10:44:04 pm »
He also appears to have either a dental absess or elephantitus of the jaw, because it looks really kinda' freaky on the lower right.

104
Pixel Art / Re: 32x32 alien sprites.
« on: November 30, 2005, 09:46:27 pm »
Thanks! Yeah, the last guy needs a lot of work, really, needs to have more movement all around.

105
Pixel Art / Re: Lineart Exchange. Because I only like doing half the work.
« on: November 27, 2005, 01:08:03 pm »
I am shocked that someone who entered this community with such a good reputation as Naso would resort to ripping. It's really, really surprised me. No. Really.

106
Pixel Art / Re: RTS iso tiles
« on: November 26, 2005, 10:35:23 pm »
It's all a bit dark and murky, isn't it? For me there's no real sense of 3Dness about them. Good iso tiles have the quality of looking truly 3D as if they'd spilling out of their tiles. I'd suggest having the top-side of the grass tiles less regular so that there aren't so many straight lines.

And the trees, well there's too much darkness for me. It's like there's a little bit of detail sitting in the middle of a large lump of green. Sorry, but it doesn't really work for me.

The main things I'd do would be lighten things up and add some more detail to the grass tiles (and I mean detail rather than the slightly scribbly texture that the tree trunks have), give the water a more interesting colour with some depth to it and re-do those trees. Their shape seems slightly zelda-ish (ie, huge trunk) which seems add odds with the rest of the scene.

107
Pixel Art / Re: Vegetables... invades... us all
« on: November 25, 2005, 11:03:52 pm »
Lovely! My fave is the first and second (celery and aubergine?) because of the spooooky eye make-up. I think the potato is quite possibly a redneck. :)

However the last one looks a bit like an over-abused flaccid cock with a mohican. I'm not sure if that's a good or bad thing, though...

108
Pixel Art / Re: 32x32 alien sprites.
« on: November 25, 2005, 05:29:11 pm »
Garsh: Baraduke is something I'm familiar with - I didn't make a conscious effort to draw inspiration from it but I may well have done, while as a game I think it ain't great there are certainly some things about the creatures in it I love. I agree that the knives on the cutter aren't exactly spot-on so I'll look into making them thicker. Maybe they should be kinda' triangular in shape (as in the inside edge is a proper flat so the blade is almost like a tapered toblerone). To be fair, the dreadnought was drawn as a boss type thing so a bit more effort went into it, plus it's bigger, man! ;)

Crazy Asian Gamer: I'm hoping to make some new ones which are even grosser. I love squishy.

Akira: The black outlines is something which is just a habit of mine that I doubt I'll ever completely shrug. At least they don't have black inlines like all my stuff used to. And yuss, the second drillery one is pants. Certainly needs something extra about it.

JuJucece: It's for a remake of I, Ball 2 - it's a one-screen-at-a-time sorta' platform shooter puzzler. It's for the ZX Spectrum. (here's a review of it: http://www.worldofspectrum.org/showmag.cgi?mag=YourSinclair/Issue89/Pages/YourSinclair8900010.jpg)

TinyGiant: Thanks muchly! I'm pleased with the texture on the octopus things head, but I think the main body needs more motion, it's like everything stops where his legs join his body. Shame on me.

Camus: Yuss, he does reverse cheesily. I'll adapt the animation to make the body do more of a circular motion so that's lessened, ta' for pointing it out.

Dan: Thanks!

109
Pixel Art / Re: Portrait for a mobile game
« on: November 24, 2005, 09:31:07 pm »
Haha, love the old man. So weary and full of character. Reminds me a little of the sorta' stuff Ken Fejer does. Wish I could draw faces like that.

110
Pixel Art / Re: 32x32 alien sprites.
« on: November 24, 2005, 09:04:17 pm »
Thanks, Camus! :)

Yeah, the plasmaglobe came out okay, although it'd be way nicer if it had a buttload more frames and variation. I think it's the transparency which sells it, really. I love graphics which have something inside them, like horrid brains floating in jelly. :)

I think I don't like the jellyfish because the scaling in it is really cheap for the most part and the bits on top just flap around a bit. I like the transparency of it (that brain in jelly look I mentioned) but the animation is poor. But it's a sad fact when you have 30-40 sprites to do which you want to look unique and animated then

As for the blisteroid, I got the idea for it from a deeeeeeply unpleasant image on Snopes which is a faked insect infection of a breast. Really grim image, but has that lovely effect of something protruding from the skin of something else about it. The bits around the edge were just so there was a bit more movement in it, really. Not my wisest decision. (http://www.snopes.com/photos/medical/breastrash.asp - for the really grim image if you're interested, it's faked, btw)

As for the greenie, yeah, it was one of the first ones and el cheapo as a result. Doesn't really compare to the good ol' Dreadnaught. Y'know, I'm not even sure that ever got used in the game it was made for. But it does show how creatively bankrupt I am that I recycle the same themes all the time.

As for non-looping, I don't think I could ever make a long animation unless it was for a game...

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