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Messages - TheMonsterAtlas
Pages: 1 ... 3 4 [5] 6 7 ... 11

41
2D & 3D / Re: My rpg monster
« on: September 18, 2012, 04:33:41 pm »
O___O My god these are excellent concept arts! I really love how original all of the monsters are as well! Keep up the great work!  Honestly when you're making creatures like these, there shouldn't be an anatomy you should follow unless you've already made one up in your mind.

Also what do you use to make these?

42
General Discussion / Re: What exactly is 8-bit?
« on: September 18, 2012, 12:15:08 am »
Well aparently what was stopping it from using so many colors was that the processor could only put a number of colors up on the screen at once. 25 for the NES to be specific. I can't really find any other information about the different 8-bit consoles.

43
General Discussion / Re: What exactly is 8-bit?
« on: September 17, 2012, 11:17:08 pm »
Yeah, I think it says the NES had like 48 colors and 6 grays @__@


44
General Discussion / What exactly is 8-bit?
« on: September 17, 2012, 10:05:27 pm »
I'm probably repeating something that has already been posted here but I'm not quite sure as to what exactly is defined as 8bit. I know Super Mario Bros. 3 and etc are 8bit, but why are they? I know those games are more than 1 byte of code. Does it have something to do with colors?

45
General Discussion / Re: Am I going crazy here?
« on: September 11, 2012, 12:26:54 am »
Well on a computer screen, color is simply made of three different values of red, blue and green c: but then there is hue shifting and other things, but realistically, there are only three colors you see and your eye tells your brain that it sees yellow because that's what light looks like when it hits something yellow.

46
General Discussion / Re: Mobile platform to Computer platform
« on: September 10, 2012, 01:30:31 am »
Alright yeah, the background would just be clouds, or whatever the environment is for that level. There wouldn't be a lot of enemies at once, at least 1-3, I was just thinking of the puzzle aspect so I would have like "How do I get over this gap?" then you would write something in, then it would come out of your box head and you would guide it to the place you would like it to be. I don't want there to be like, one part of the puzzle visible at a time, maybe 2 or so. I'll determine the size of gaps, puzzle mechanics and then figure out how I want the screen to be.

47
Pixel Art / Re: Samurai Gunn - Graphics help
« on: September 10, 2012, 01:21:58 am »
So is this game suppose to be similar to something on the NES/SNES? If the Red thing is suppose to be the Samurai I think you should give him an equal number of colors that you have for the background/tileset.

Another thing to remember is that you don't have to keep the platforms square, since this is a cave you should include stalagmites and stalactites. Once you get rid of the entire square aspect of the platforms it will look a lot better. Another thing worth mentioning is most of the time, including another color in your pallet will work.

48
General Discussion / Re: Mobile platform to Computer platform
« on: September 07, 2012, 09:16:27 pm »
The player will have some jumping to be done with jump puzzles and etc, I haven't written the physics down yet, Basically I want the player to move on a 2D plane that will include puzzles and enemies and etc. It's a lot like Scribblenauts in a sense.

49
General Discussion / Re: Mobile platform to Computer platform
« on: September 07, 2012, 02:59:58 pm »
Basically Enemies, Obstacles, NPCs, etc. But the background would be important too with Houses that can be entered and then the foreground would be important as an art asset....I really don't know...I can fill the negative space if I used a broader view, but even then 32x32 is pretty small on a computer screen.

50
General Discussion / Re: Mobile platform to Computer platform
« on: September 07, 2012, 12:22:19 am »
XLR8ED, what kind of aesthetics do you want in your game?.. what should be important visually?
The plain that the character is on.

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