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Messages - flaber
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41
Archived Activities / Re: Pixelator: Final (Rules)
« on: April 10, 2007, 11:42:18 pm »
about 1 week left

42
Archived Activities / Re: Pixelator: Final (Rules)
« on: April 04, 2007, 10:57:07 pm »
Sorry Mirre,
Im going to say, that you will have to change yours to 240x160
last round i asked for 240x160

Quote
Okay, so if I understood the rules correctly; then I can use snake's tileset for inspiration too, and vice versa?

ya, you can inspire your tiles off of either tileset

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Man, my mockup is going to look really weird with my tentacle monster and then the centaur for character sprite (you can change sizes and stuff for both the monster and female character right?) ...well, at least it's going to be one unique mockup!

As ptoing mentioned - you need to repixel them as sprites for the game. Do not use them exactly. Doesnt matter size - but keep in mind, your main character is a sprite for a game, so cant be overly big or small. Your monster isnt a boss either - just a creature you may encounter in the alien world. Therefore it shouldnt be the entire screen either like some bosses are. Im not going to put a size limit - but within reason, and proportions.

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It says that there should be no changes to the background, does this mean we can movie it up or down, or do we essentially have to tile on top of it?
hmm - well since mirre has to change her sky abit to match the right size restrictions, Ill allow a few edits or changes to the sky. Dont make a new sky - rather edit it using the same colours (no new, or replacement) to make better sense with your tiles. So if you want to move it up, or sideways, or change something small then ill allow it - but it has to be close to the background you just created.

Hopefully that answered some questions
goodluck
:)

oh - zolthorg, can talk about changes or suggestions after this round.

43
Archived Activities / Pixelator: Snake!
« on: April 03, 2007, 08:42:33 am »
i Mock

Current standings:


Final: i Mock
Description:
Create a platformer / sidescroller mockup using your previouse entries.

Restrictions / Rules / Guidelines:
-Canvas size: 240x160 (bigger width than height)
-NO animation
-Each of you must use your own background of the sky you just created - as your background for the mockup - no edits or changes to that.
-Next, you must convert your monster you made in challenge 1 into an enemy sprite (i dont care size).
-Then, take your female you made in challenge 3, and make that your main character sprite.
-Now, for tiles - you can look at either tileset, made from each of you, and convert those into 2d sidescroller tiles. The tiles dont need to be exact replicas, but inspired from them. So say, I could inspire some tiles from both snakes and mirres iso tiles.
-Add any extra things you think would add to your mockup ex: life meter, score counter, etc... that kind of stuff.
-Do not post in any other forums, keep your image to yourself until i post the duels
-Once you submit there is no changes / alterations allowed to be made after you submit.
Time:
-2 weeks
Submitting
-Do not post your image in this thread. PM me your entry.
Judging:
-how well sprite designs are based off of original concepts
-Overall composition
Deadline:
Tuesday, April 17 - 7am GMT
(find out the time conversion for your timezone)

Snakes Entry:


Mirres Entry:


If there are any questions feel free to ask, and ill answer them.
Best of luck to everyone

44
Archived Activities / Re: Pixelator: Round 4 (Rules)
« on: March 31, 2007, 09:18:50 pm »
End of round.
So...

That means both Mirre and Snake move on.

I am still planning on having a final round - since you two technically werent supposed to compete this round.
Ill have the next challenge up shortly

ill just give you a quick bit of time, to see the entries.

Excellent entries both of you.

45
Archived Activities / Re: Pixelator: Round 4 (Rules)
« on: March 31, 2007, 12:14:26 am »
just you left blick

please try not to drop out

46
Archived Activities / Re: Pixelator: Round 4 (Rules)
« on: March 30, 2007, 09:17:29 pm »
since buloght dropped out, unfortunatly
and there are 3 competitors left.

This will be a 3 way duel.
Therefore this eliminates the default win.
The two best pieces move on.


47
Pixel Art / Re: Android F
« on: March 29, 2007, 11:18:16 pm »
alright
ill try and extend her skull for my next update
thanks

48
Pixel Art / Re: Android F
« on: March 29, 2007, 08:05:54 am »


i got some spare time, so heres an update of my current state.
still fleshing out ideas, like the green.
does the green work for techno gadetry, or should i add some more in there, make it more interesting?

the greys are getting lost so im going to have to change those up eventually.

about the head/face.
i spent awhile, revamping it. still needs some more work, but its getting there.
i thinned the face (so its less wide) is the skull too small, or is it better now? I could add more onto the back, just wasnt sure if i needed to or not.

its coming.. slowly

49
Pixel Art / Android F
« on: March 25, 2007, 09:45:19 am »
Current:


mmk.
so sure.
I guess ill post a thread that pertains to the progress of my next pixel.

original
http://img.photobucket.com/albums/v300/flaber/extra%20stuffs/antl7-2.png
first update:
http://img.photobucket.com/albums/v300/flaber/extra%20stuffs/antl8-2.png

as of right now - im just blocking out the shapes and shadows.
Im fairly certain that im going to replace the face colours - as of right now all they are planned as, are temporary colours i can use to start shading with.

I havent really textured anything, (well the little iv done). I havent blended or dithered.
The stage im in right now is just blocking out my colours.

my biggest concern at the moment - is of the actual face.
dont worry about the rest of the uncoloured lines, ill clean those as i reach them.
(please dont comment on lack of hands - those will be added once i reach there).

eventually she will be leaning against something, and perhaps ill add a background.
just a somewhat idea, of why there are random lines at her side and shins.

50
Pixel Art / Re: The Delta Oddysey
« on: March 23, 2007, 06:46:43 pm »
hmmmm

if you want the cell-shaded look..
id suggest dropping all texture, and just outline ing whatever you want.
made another example, not entirely sure its what you are looking for though.

The base tile is just a solid colour (should be easy to tile :P)
however, since it is just a plain tile, you are going to need to create other tiles to compliment it now.

I created 2 tiles with grass blades on them.
They might seem abit random with positing... but with one tile i had the large clumps on either side of the tile, then little bit on the top and bottom, as well as only 2 of the diagonals.
The other tile i have the large clumps on the top and bottom, and then just alittle bit on either side, and the opposite 2 diagonals.
This helps so that when you tile, all areas are covered once you start putting your tiles together, instead of leaving large open areas.
Somewhat helps to hide the grid too, since your spreading out grass blades over the edges (where the large clumps arnt, you are creating blades when you put the edges together).



I didnt use any highlights, since i was only outline ing the grass, rather than colouring it.
i also through in a possible idea of a bush.

With this style though you cant rely solely on the pattern of the grass, because, well there really isnt a pattern. So for this, you have to create more varied tiles such as bushes, or flowers, or other types of grass blades. Dont fill the whole tile, just add an accent to change it up.

perhaps maby that helps??

a good source you should check is, www.dofus.com


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