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Topics - surt
Pages: [1] 2

1
General Discussion / Blurry Forum Images
« on: June 29, 2017, 06:41:17 am »
Recently upgraded to a 4K monitor, so I'm viewing pixely sites at 200% zoom.
Problem is most images on Pixelation don't scale nice and pixely, but nasty and interpolatey.
User posted images are fine, but title image, header thumbs, menu bar icons, smileys, avatars, etc. are not.

User posted images have the following relevant CSS properties:
Code: [Select]
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: pixelated; /* this is the proper one nowadays */
-ms-interpolation-mode: nearest-neighbor;

Most other images only have the following relevant CSS properties:
Code: [Select]
image-rendering: -webkit-crisp-edges;
image-rendering: -webkit-pixelated;

Could someone with the power to do so fix this?

2
Pixel Art / [WIP] SMS-like Run'n'Gun
« on: August 27, 2014, 07:54:20 am »
Trying to do something Turricanish to SMS spec.
So colours limited to RGB222 and limit of 16 colours tiles plus 16 colours sprites.
Want to keep tiles as hardware mirrorable as possible to keep tile count down. Will probably still be pushing plausible limits for ROM.

Want to get things not all so shiny metal, but it's hard to avoid while maintaining some degree shading without any subtle colour transitions.

3
Pixel Art / [NES-like] GunRage
« on: April 13, 2014, 06:33:50 am »
Still tooling around with NES-like stuff.
Early and rough.
Not too fussed about memory limitations (still try not to waste tiles), but like to keep to the colour restrictions.
Might later switch to GBC-like if I find those restrictions too limiting.
A few pieces stolen from some old stuff.

4
Pixel Art / [WIP] Modular Fantasy Character Portrait System
« on: May 07, 2012, 12:14:58 am »
I've always wanted to try a modular character portrait system such as in Shadowlands or Transport Tycoon.
This'll be modeled most closely on that in Shadowlands (example).
At the moment I figure (much the same as Shadowlands):
Parts:
  • Torso (neck, shoulders, chest)
  • Upper head (cranium, hair, forehead, ear)
  • Lower head (jaw, cheeks, mouth)
  • Eyes (eyes, brow)
  • Nose (nose)
And some combined parts, such as the eyes-nose on the cyclops.
With discreet colour sets for each material for easy recolouring:
  • Skin (maybe two, one for lips, mouth, scars, red nose, rosy cheeks, etc.)
  • Hair
  • Eyes
  • Teeth/horns
  • Clothing
  • Jewelery

Just a few roughs so far, not yet cut up into their components.
Bottom two are just dirty mixes.

5
Pixel Art Feature Chest / GR#093 - EGA Adventure Platformer
« on: January 27, 2012, 09:50:55 am »
Picked up an old unfinished mockup for an EGA palette adventure platformer in the vein of the Monster World games.

I'm unsure about the magenta used to define the underside of the dirt tiles. My desktop's display doesn't like pure magenta, but I kind of like the look of it on my laptop and phone. I wanted to avoid using black as it's a bit too contrasty and likewise the dark blue.


6
I'm trying to get a satisfactory stylisation of bodily proportions in this run'n'gun/platformer generic space marine.
At the moment I feel it is more deformity than stylisation. Thinking this an indication that it was too near correct proportion I tried extending the head some, which only made it feel more deformed.
Nevermind shading for the moment, I just wanted to get this problem fixed before i invested to much.
Are there any tricks to know in regards to bodily proportion stylisation?

7
Pixel Art / [WIP] Platformer Beastie
« on: February 24, 2007, 03:39:18 am »
I'm trying my hand at animating a largish sprite, but I've very little anim experience, so please engage maximum criticism mode.

I'm reasonably happy with the flow of the walk, but I really don't like the bite or slash, they look really pussy, when I would rather them look mean.

Shape guide:
Rough silhouette anim (bite, slash, walk):

8
Pixel Art / [WIP] Watch your back
« on: February 12, 2007, 03:02:08 am »
Very early, just roughed and started pixelling face.

Not happy with proportions so any feedback would be tops. Hands will be shrunk some when pixelled, was originally going to be less human.

A watcher hitching a ride through the corporeal with its host.


2^4 - 4 colours.

9
Pixel Art / [WIP] Sapling
« on: December 20, 2006, 03:45:15 am »
Obviously still very WIP, just rough blocked with tablet, no pixels yet.

Just want crits on pose/anatomy before I waste too many pixels on some crapiness, so if you see any major flaws let me know.

I'm not terribly happy the crossed legs, I've tweaked it quite a bit without much success.

Hands, beard, hair, etc., are meant to degenerate into roots/branches.

Reading Barker's Abarat at the moment, so probably more than a touch of Abaratian in this.


10
Pixel Art / [WIP] Stilted
« on: December 10, 2006, 03:25:19 am »
A creature of the underworld.

Left hand, right arm and hand, and right foot are yet to be pixelled.

It has no eyes (they are meant to be enlarged nostrils), and yes it probably doesn't make for the greatest stability standing on two toe-nails, but it limits the surface for thermal conductivity.


2^4 - 1 colours.

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