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Topics - Mathias
Pages: 1 [2] 3

11
General Discussion / Mimicking TV display on computer
« on: May 25, 2010, 12:37:39 am »
When the pixel art games of yesterday are displayed on the computer screens of today it's not the same. Those emulator games you play on your PC are much more crisp.

Old CRT televisions blurred and muddled the pixels a little, blending them smoother together. I think it's a desirable effect.

Anyone out there in Pixelation land know of any resources relating to mimicking the old CRT TV display? There's a website with lots of Commodore 64 art on it, even has some of ptoing's I think, and each image in the gallery has a toggle button to turn on an old CRT-ish C64 display mode filter. I cannot find it!

Reason being - we're making a simple pixel art game and want to try applying this effect.


Any leads much appreciated!


12
Pixel Art / Project Leader Weapons
« on: January 16, 2010, 04:41:12 am »
GFX Dept. Weapons (COMPLETE)

Coder Dept. Weapons (WIP)

SFX Dept. Weapons (WIP)


Project Leader Weapons

The 4th and LAST set to be fully pixelled.

This time it's the Project Leader's turn. Instead of the usual 3, this set must have 4, so it can always trump any lvl 3 weapon from the other departments, if necessary.

Power/element is . . . uhhh . . . ANTI-MATTER POWER. Or something like that. What's the greatest power-type you can think of? Nuclear? How would I do that? Should the 4th and final level weapon be a nuke? That's rather overdone these days.

**UPDATED reference sketches


I'm undecided what route to take. At first I was going to come up with 4 medieval hand armor type war implements, like bladed iron gauntlets supercharged with glowing purple anti-matter power, etc. But I don't know. Had an idea to create 4 different items of jewelry, like the ref sketches ring and gothic finger thingy, perhaps imbued with this "power", but eh, that kind of pales in comparison to actual physical weapons.

Then I thought, hey why not some projectile weapons. I couild start with bow & arrow, then some advanced crossbow. Got a couple nasty looking boomerangs going in the ref sketches, that's sort of a projectile weapon. Thought about using the NES Zapper, for fun. Then why not a howitzer or some artillery cannon for the final weapon?  Nothing really clicks well.



13
Pixel Art / SFX Dept. Weapons
« on: January 16, 2010, 03:29:00 am »
GFX Dept. Weapons (COMPLETE)

Coder Dept. Weapons (WIP)

Project Leader Weapons (WIP)



SFX Department Weapons

The 3rd set to be fully pixelled.

I'm coming up short with ideas I actually like here.

Same format - 3 weapons, each more powerful than the last. This set is using the medieval "chopping" weapons class, which is typically axes/cleavers of some sort.

It's power/element is: Sonic. As in sound waves, sonic weaponry, etc.

Since these represent the prowess of the sound effects department, in a game development setting, I thought it would be interesting to choose 3 medieval chopping weapons and cross them with a medieval instrument, such as crossing a battle axe with a lute (bottom right of reference sketches). But, I think I've dropped that concept. Too early to tell yet.

reference sketches


Here we go . . .






14
General Discussion / New forum icons for Pixelation
« on: October 02, 2009, 01:39:19 am »
We could benefit from new icons for Pixelation's thread types. The current ones do nothing to describe their function and seem useless. They're generic at best.


   
     


I apologize to the creator, but this represents a massive failure in icon design. Icons are like lesser logos -  they hold a meaning, they imply something, they illustrate something, etc etc.


I know the mods here are open-minded enough to realize a change might be good.


So I propose that they all be revised. If the new set is good, it'll improve the usability of the whole site. I've seen the smiley thread. Would be nice if there was a community effort made to create a new set. I've done icons sets before, it won't take much to re-do Pixelation's forum icons.



(on a related note, when you create a new post and assign the "Message Icon", right under the subject line, "thumb up" and "thumb down" are incorrect)






15
General Discussion / Minefield fix for Pixelation?
« on: October 01, 2009, 11:34:55 pm »
Has there been an effort made in fixing arbitrary image smoothing in Pixelation?

Recent Pixeljoint fix for smoothing   Pixeljoint now displays it's images with no smoothing if you use Minefield, which works great.

I'm using current browsers and the smoothing here is discouraging my usage of the site. With the smoothing, it really kills inspecting everyone's pixels. Of course, there are other ways to zoom correctly using other tools, etc, but the fact remains that Pixelation's zooming feature is no longer compliant with current browsers, unless browser devs finally give us interpolation options.



Why can't Pixelation get fixed?




There must be differences in the zooming scripts used on PJ and here. That should be a clue to solution. If there's anything I can do to help, anyone runnin' this place should let me know. No, I'm not a coder, but I still may able to help, just not sure how.

16
General Discussion / That palette organizer site ( PALETTE SORTER )
« on: September 26, 2009, 01:40:51 am »
Searched all over, can't find the dang thing, coulda sworn I bookmarked it - I need a link to that site hosting a palette organizing tool. You upload an image and it parses the image and spits out a palette of the images colors, organized by luminosity, etc.

The site is primarily black and has graphics from some outer space pixel art side scroller game as the working example. If you still have a link, please share it. Thanks!

17
Pixel Art / ATTN PETA
« on: September 18, 2009, 06:02:14 pm »







_______________________________________________________________________________________________







WIP it:
  -COMPLETED-->   (click once for true 2x artistic intent)


_______________________________________________________________________________________________

I'm curious what C&C 'fresh eyes' may have on this WIP scene. C64 colors. Chibi-style characters.

Some things are much more refined than others. I tend to bounce around randomly when working on large pixels.

Final presentation will use double-pixel size.




*UPDATE (03.30.10) :



*UPDATE (05.17.10) :
WIP:
  -COMPLETED-->   (click once for true 2x artistic intent)

18
Pixel Art Feature Chest / GR#073 - Coder Dept. Weapons
« on: August 07, 2009, 05:58:27 pm »
What began as inside joke, among myself and my fellow game development cronies, is coming to fruition in the pixel art format. Watch it go.

GAME DEVELOPMENT WEAPONS. Designed for waging the war within the war that is game dev. >>See completed Graphics Dept. Weapons thread

With Graphics complete, Coder's is now next. The Coder's chosen weapon type is slashing, so your typical sword is compliant with that. But I want concepts that are memorable, not just "swords", hence the sword concepts below. I basically just stole the buster and master sword designs. Just for that extra pop-culture cliché. Number 1 - The Coder's Claymore, is already an established motif in use in my group so it has to stay a claymore, but the number 2 and 3 there can be anything.





Basic forms are chosen. I'll be updating here as I progress. Comments on technique as well concepts are welcome; everything is welcome.

Number 1 will have 9 colors. Number 2 will have 16 colors. Number 3 will have 25 colors. Colors not chosen yet, but I'm constrained to the EGA palette for my selection.



19
General Discussion / Double-Pixel style
« on: June 27, 2009, 01:21:24 am »
Double-pixel style - Pixel art designed for and displayed at an arbitrary 2x scale, and often larger.

Just wondering here . . .

I've been doing a lot of double pixel lately and I wonder if one should augement the way he does things, since the graphics in question are to be displayed double-sized. Concerned with optimal end-results, technically and visually, I wonder about minimizing blur by using minimal AA, etc. Dithering seems extra difficult to pull off in double style.


Here's an example of double stlye sprites I'm doing. 2x, as intended on right, 1x on left, just for comparison.



There are obvious pros and cons to both. With 1x, your detail level is virtually endless, whereas 2x stlyle imposes tighter limits. But with 2x you get to do half the work and still fill up that much screen real-estate with graphics. 2x imples old school, etc.

It seems like a more minimal sort of cell-shaded style suits 2x style better.

20
General Discussion / IE8 Smooths images again!
« on: May 02, 2009, 01:19:05 am »
Gaaahhhh, Windows updated with the new version of Internet Explorer - IE8 and we're back to smoothing images that are blown up in the browser's window. Why, Bill! Why.

So, images we click here in Pixelation are now bilinear smoothed again. Pointless. The new "Adaptive Zoom" feature is great, but along with it is a their stupid smoothing algorhythm. Haven't found a workaround yet. Have you? Besides another browser obviously.


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