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Messages - Rosse
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Pixel Art / Re: Small game mockup
« on: July 31, 2007, 05:35:54 pm »
The player and the knights looks great. Thanks for your edit. But the borders aren't implementable (see hunted.png in my game-folder, download above)

Thanks for your comments and edits! I worked on it and now I know what Arne means if he says, there is no color identity

I think I need to tweak it here and there (and the messages aren't done), but altogether I'm quite happy with it now. But if someone spots a fatal error or if you don't like something, please tell me :)

Pixel Art / Re: Small game mockup
« on: July 30, 2007, 06:04:27 pm »
Hallo ptoing

Sure, here you are!

The readme was written in a hurry. I hope you understand how to play the game and to change the config file.

Since I'd like to release the game in public, the graphics have to be tweaked. Are there any advice for me?

Pixel Art / Re: Small game mockup
« on: July 29, 2007, 05:22:24 pm »
Thanks for your comments. Today I coded the game, It's fully executable and modifiable (currently just through variables). Here's a sceenshot. Because the original game was a old ascii dos game I made a classic-skin for the game. I came away from the endless game. Now you just have the screen and your mission is to destroy all the bots. After you won or lost the game creates a new level.

Made a new mockup. I set the color maximum to 8 colors per tile.

I tried to make it better. It has now much more saturation. But I think the real problem is, the mines and the bots have the same range of values (darkest dark to nearly pure white) and just have slightly other hues. I don't know how to make it better, because the two objects have the same materials.

Edits, crits and suggestions would be greatly appreciated

Worked on the normal game-skin. I'm not very happy with it. I can't make a good separation between the sprites. Anybody like to try it him- or herself?

Here is the game-skin. The win/lose message are just placeholders.

C&C were extremly welcome

Pixel Art / Small game mockup
« on: July 28, 2007, 03:41:55 pm »

This is a small mockup from a game I'm working at. It a "catch me if you can game". You're the player and every step you do, the robots move nearer. If the robots hits a mine, they vanishs. Every few steps some new robots appears. Your mission is to survive as long as possible. Here's the mockup:

(used graphics, 11 colors)

I tried to unify the palette, but I think I overdid it. Can't find the right colors to build a metal look and a tunic for the player. Palette (and sprite) edits are welcome.

For the final game, I'll make a playfield border, a small gui which tells how many steps you did and maybe two screens (start and you loose screen)

thanks for your crits and comments.

General Discussion / Re: A couple of ProMotion palette questions
« on: July 27, 2007, 10:01:24 am »
Danke miascugh ;)

The problem is, I'd like to lineup all the sprites in one frame (all sprites side by side) and then change the colors from the individual sprite. But thanks for your idea, I'll keep it in mind.

The trick with "Remap Colors" just works perfect, thanks for that!

General Discussion / A couple of ProMotion palette questions
« on: July 26, 2007, 06:18:42 pm »

My first problem is: I'd like to make some color variations of one sprite. Let's say I have a character with blue pants, but now I'd like to make a second with red pants. Now I found a method to do this, but I's pretty complex imo. My way:

- First copy the sprite with the Brush-Function to another position
- Then dublicate all the colors from the sprite in the palette menu
- Fill the spare frame with black
- Fill the spare frame where the sprite is which you wish to alter
- Use spare frame as mask
- Use the colorpicker and [ALT] to replace every color in the sprite

I suppose there is a easier way to do this. Has anybody an idea?

Awww! Got an idea!
- Copy the sprite with the Brush-Funtion
- Make new image with size of Brush
- Insert Brush
- "Get Palette from Brush"
- Change the palette as I like
- Copy the sprite with Brush-Funtion
- Insert the sprite in the old image
- "Import Colors from Brush"

But maybe there is a method which uses just one image?

Damn, when the color already exists in the palette, the "Import Colors from Brush" replaces the color in the palette and adds just the new ones and not every color in the brush!

My second problem: I'd like to change the position of a color in the palette. Is there a easy way to do this? Like a "replace color" in the palette menu?

Thanks for your help

General Discussion / Re: Actual impact of Video Games
« on: July 19, 2007, 02:14:48 pm »
You are right Helm. In Metroid you're not making the story. But you can make own decisions. Of course you have to beat all the bosses, but the game-experience can be different every time you play the game. Because you have the ability to decide. I miss this feature in new games.
I don't know many old games (I missed the NES era and never had my own console back then) so I have a little diffrent view of them as the 'old core' people.

Of course there are other genres - Sandbox games. I think SimCity goes in this direction (Spore as well?). Settlers and Anno 1602 (1602 AD in english?) has this capability as well. I really like them.

General Discussion / Re: Actual impact of Video Games
« on: July 19, 2007, 12:36:54 pm »
For me, there are two kind of stories. The one which comes from the author (e.g. HL2) and the one which comes from the player (e.g. Metroid 1). In HL2 you have a path created from the author and HE is telling the story. The says now you are going there and now you are doing this and now you find this cool item. However in Metroid 1 (or Zelda 1) you have just a introduction or a small universe which you are told. The real game story is coming from yourself. Now I'm going there, OH I found the Wave Beam - cool. Or you don't find it and complete the game without it.
Both have it's right to exist. But once you have played HL2 and you want to replay it, it is the same game over and over again. But when you play Metroid 1, YOU are making the story. You can go there or there, you can skip the Wavebeam or the VariaSuit, can skip every Energy Tank. I really miss this "non-linearity" today. I want to play the games my way. In Windwaker, why can't the player go to every island from the beginning or let me swim as long as i want? This "baby-sitter" style is killing the replay-value imo. But fortunately most games have bugs which balances this fact.
A friend of mine completed Ocarina of Time the first time without the "fire armor / suit" (German "Feuerrüstung"). Which is quite cool. Thank to a small bug in OOT, whenever I play the game I start playing Lord Jabu-Jabu and afterwards Dodongo's Cavern.
Because of this I mainly play older games. Aren't there any new games which has this "non-linearity"?

Pixel Art / Re: Sidecrollin' excessively tiled fun fest 2007
« on: July 07, 2007, 04:03:01 pm »
It's well pixeled, but it lacks in contrast imho. One other thing is I think it's too flat (not just because there isn't enough contrast). It's because the foreground and the background has the same saturation and level of detail. I think you could give it more depth if you put more contrast and saturation in the foreground and lower the level of detail in the background.

Pixel Art / Re: Sub-pixel by hand? Silly little experiment.
« on: July 05, 2007, 05:01:01 pm »
Well, since this thread is on-top, I can share a link Arne posted once in which describes sub-pixeling perfect

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