Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - skamocore
Pages: 1 ... 3 4 [5] 6 7 ... 18

41
Pixel Art / Re: Commander Shepard - The C64 Version :o [WIP]
« on: August 13, 2010, 12:06:15 pm »
Thanks heaps for the editmation Helm. It took me a while to get back to working on this. I still don't feel I'm that close to being finished yet.

Also, I started adding some brickish texture in the background, not sure if I'm going to keep it though.


42
Pixel Art / Re: Cowboy - Hue Shifting Study
« on: August 11, 2010, 05:09:56 am »
If you look at some images of sunsets you'll notice just how bright the sun appears to be. Also, you'll find that unless lit by something else, most foreground figures are more or less in complete darkness.

I did a quick edit:


43
Pixel Art / Re: [WIP] guardian
« on: July 15, 2010, 08:04:45 pm »
Quote from: Big Brother
"Kill your darlings" [is] as applicable with pixel art as it is with writing.

Basically, you won't just simply be scrapping something you worked on for ages; you will be learning from what you made, moving on and continuing on to make the piece as awesome as you possibly can.

44
General Discussion / Re: Ramblethread! A brainstorm approaches!
« on: July 11, 2010, 10:33:57 pm »
I've noticed Vierbit uses this one a lot...and I like it.



Also, you forgot the Tetris L block :P

45
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: June 30, 2010, 09:10:43 pm »
So, there are options.

Kinda. If you use the 640x350 resolution you can use 16 out of the 64 222 RGB colours. If you use the CGA resolutions 640x200 or 320x200 (which most people did) you are tied to the original 16 CGA colours, but you can use them all at once with EGA.

Actually I am not entirely sure. I just checked Wikipedia and the German and English entries kinda contradict each other here. Tho I personally never have seen ANY 320x200 game with other colours than the CGA ones and I see no reason why no one would have used it if it was possible to change colours. It would have allowed for much more varied gfx, esp if you change stuff per scene in an adventure game or something.

Well actual CGA games almost *always* used the default black as the 4th colour (in fact it seems like most CGA games just used the magenta, cyan, 'dark white' and black palette) even though it was possible to pick any colour out of the available 16. And I would say that many games would definitely have benefited from using a colour other than black. So just because they didn't use other colours doesn't mean they couldn't. Anyway, in terms of this piece, I think it would ruin it anyway, if she could all of a sudden choose from another 48 colours.

46
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: June 30, 2010, 02:43:10 pm »
Awesome that you're working on this again :yay: I love this mockup. It really shows how awesome the EGA palette can be when placed in capable hands (Actually, I think a lot of it comes down to responsible use of magenta...:P) Those shining crystals look great and I love the font.

But perhaps the text should be placed over some sort of background?
Maybe blacken the inside of the big monster's mouth, that would give it a bit more depth.
Also, have you considered using dark red for the stalagmites/tites? I think that could possibly push them into the background a bit more. Right now there's just a lot of blue going on.

47
Pixel Art / Re: Maiden Voyage of the Corona
« on: June 30, 2010, 07:00:05 am »
Keep working on your space background and look at some references (there are bazillions of images you can find on the net for stars/space/nebulae). The main thing to remember though is not to place stars in an orderly fashion; they are seemingly randomly placed and appear to have varying degrees of brightness. So, there may be large areas with no visible stars at all; while there will be other areas with dense clusters of stars. Check out this piece by Squirrelsquid.

48
Pixel Art / Re: Commander Shepard - The C64 Version :o [WIP]
« on: June 20, 2010, 05:39:33 am »


@Chris: gah, how did I not realise her hair was far too short, thanks. Also, I tried giving her a bit of a right ear.

@EvilEye: Changing the pixel aspect ratio in Photoshop.

49
Pixel Art / Commander Shepard - The C64 Version :o [WIP]
« on: June 19, 2010, 10:32:29 pm »
Current:



Original:


I've always wanted to do a full C64 image and I thought it would be cool to make it something anachronistic. And Mass Effect :y:

Anyway, reference images:

[1] [2] [3] [4]

I mainly used 1 and 2 for the character. I have no idea why the first image is so tiny and poorly compressed D: I took that image ages ago and then found it on my HD.


50
Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 10, 2010, 09:23:08 pm »
I'm thinking about adding some more colors to the pallette but given how carefully chosen the colors in this wonderful pallette are its too much for me to handle :blind:

I'm not sure how carefully chosen the colors actually were- I didn't choose them. The mockup was done for a challenge where I had to make an underwater mockup with thsoe specific colors.

Thanks. I can definitely say they were carefully chosen :P they went through a number of iterations and I did do some testing on a couple of existing 10 colour images. Huge apologies to iLKke and Ptoing :-[ But having said that, it was definitely meant as more of a challenge and not really as a practical and flexible palette for a whole game to use. And bare in mind that one of the main goals of the palette was to encourage people to look beyond just using blues, so there are a few curve balls there (mainly the red). So, feel free to play around with it and remove/add colours if you like. Don't forget to check out other games that have underwater levels and also look at some reference images of water. You'll discover that all kinds of interesting colours can exist underwater.

Anyway, good luck with the game, it's really cool to see this in action.

Pages: 1 ... 3 4 [5] 6 7 ... 18