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Messages - Arne
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41
General Discussion / Re: Noob question about photoshop
« on: September 05, 2013, 06:58:47 pm »
Just be sure to avoid colors getting muddy when mixing a lot by using "replace color" (to control saturation or whatever) on the ones you want to pop a little, or by mixing in some more saturated red or whatever with the 50% or 25% brush opacity maneuver. Also, after applying a stroke you can fade it and control the opacity using cmd+shft+f (useful if you wanted slightly more red or less red in a color). You can also do stuff like paint bucket a color over another color and use fade to mix them. Or you can fade after using replace color to lessen the effect.

42
General Discussion / Re: Noob question about photoshop
« on: September 05, 2013, 02:58:23 pm »
You could always set up a macro to > 24bit > blur > reindex using a preciously saved .act palette table.

Or do a macro which duplicates the layer a bunch of times, sets appropriate opacity for each layer and offsets them slightly a pixel or more, then flattens and reapplies the .act..

But I'd rather not blur pixel art.


I prefer to blend colors by using a 1px brush on ~50% opacity and work in 24 bit mode. I just color-pick to select colors from the "palette" which is the image itself. I use Replace color to tweak the individual colors or similar colors.

43
Unsure what you're asking.



I didn't change much. His ears are charming.

44
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 04, 2013, 09:29:08 pm »
But will he safely navigate the sharp rocks that Monte Cristo has placed throughout the land?


Some progress towards the next release. An 8x8 seed map is generated for the random world to force some persistence. Telepads near the edges are used for travel. The idea is that the game will load a different map skin for each region, and monster pictures from a monster/ folder. Aim is to make it a super simple Dragon Quest game. Unsure what houses will do.



Edit: fixed concave beaches (badly aligned) and gave house perspective.

45
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 04, 2013, 05:27:42 pm »
A dark saviour appears?

I added it to the tut page with is now updated. Added a bit about Daleks and the new guest pieces, but not much else.

46
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 04, 2013, 03:54:52 pm »
Iterated this thing. The previous version didn't tile very well. Decided to add some fogged BG tiles for the enemy encounters... if I get that far. Time to sit down and update the tutorial now though.


47
Pixel Art / Re: Mighty
« on: September 04, 2013, 08:22:52 am »
My sprite is actually a bit larger than the NES stuff, I think. Below 32 px though.

Here's my MightyNo9 attempt!


48
Pixel Art / Mighty
« on: September 03, 2013, 07:14:27 pm »
I wrote a little on my blog about Mighty No 9. Some of you might know that Inafune is kickstarting a new "Not"-Megaman character. I ended up making my own version (in the idea stage so far) and wanted to make sure that I could downscale it to sprite size. I think I like it more than other people do, but I can feel it's close to something but still not there.



But! I'm curious if any of you have attempted to make pixel art of the original design (see Kickstarter page). It'd have to be pretty large I think, or subject to tons of detail reduction. Post stuff if you have it! I'm quite curious.

49
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 03, 2013, 06:56:50 pm »
Hmmm. You can probably kill the symmetry if you do a flippable walk frame with shifting arms.

50
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 03, 2013, 04:04:31 pm »
I have been busy with other things, so no update to the tutorial page yet. I'll add those new pixel-overs later, but if I get too many I'll have to create a subpage for them :o

The engine only supports overlaps and transparencies for the character+gem row atm. I was thinking that I'd keep it simple. It's more of a thing targeted for very basic 16*16 px tiling. I did this 16*12px mockup and I'm thinking of doing something along those lines later:

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