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 - smiker
Pages: 1 2 3 [4] 5 6 ... 16

31
Pixel Art / Re: House.
« on: May 11, 2008, 10:02:35 pm »
the shades on the roof are a bit confuse...where's suposed to be the sun? left? right? top?
look. if the roof is round, it would have a side darkened and a side lightened, not the same luminosity along the whole surface. Think of that. Put the lightsource in a virtual position and keep it there, remember where the light comes from and where the shadows are projected to.
This can look much better. Try it and do it ;)

32
Pixel Art / Re: Look there, it's a DRAGON ! (how original !)
« on: May 11, 2008, 09:57:49 pm »
mmm...the dragons are suposed to have scales, am i wrong?
i think if it isn't a water dragon or something like that it should have scales on his skin.
nice pose after all.

33
Pixel Art / Re: Vine covered tile
« on: May 11, 2008, 09:55:15 pm »
they would be nice in a metal slug game  :D
i think the white lines on the bottom rocks should have less luminosity, they seem to be wet right now, are they?

34
Pixel Art / Re: Realtime-Graphics Arkanoid Raw Klone
« on: May 11, 2008, 09:41:00 pm »
i mean the low-size of the compiled executable!
obviously because i am doing coded pixels for not using stored data and make it untouchable, i explain?
my objective is to do such an arkanoid on 64kb to send it to a competition, actually does it right and it's 29kb.
ahrg, with low size i didn't mean low resolution....:S

35
Pixel Art / Re: Tiles
« on: May 11, 2008, 09:37:50 pm »
i think the initial color limitation was right, less colors now...more colors later....

edit: i was talking about the tree. i think it was right with the original palette, but don't take me serious.

36
Pixel Art / Re: Realtime-Graphics Arkanoid Raw Klone
« on: May 11, 2008, 09:27:31 pm »
the point on doing this is the extremely low size compared to tiles.
i mean there's no need to handle more than the code to compose the screen.

*ptoing i don't understand very well what do you say of amiga?

37
Pixel Art / Re: Tiles
« on: May 11, 2008, 01:30:43 pm »
i have got impressed whe i saw those tiles ( :O )
i think the colors should contrast a bit more, not for all but for edges' colors.
do you plan to do a game? do you have coders for it?

38
Pixel Art / Realtime-Graphics Arkanoid Raw Klone
« on: May 11, 2008, 01:04:42 pm »
This is the last production of my studio: Arkanoid Raw Klone.
i'm not sure if its ok to post this here, but i want to get some c&c on the design.
note that the design is make at real-time code, no raster or tiles done, only code-generated graphics are used for doing the pics of the game. Any suggestion to do it more...how to say it...eyecandy? or retro?





new update.
The Balls and the BG of Stars are accelerated when there are a few bricks, and the paddle is like arkanoid's one, depends on what side you push the ball, it gets different directions.


MODIFIED:

I would like somebody to do a pair of levels using this Preset with this colors. The point is doing a level with that colors and i will include it on the final version with the title you give to it. Hope someone do it.

here is an level example


Level 2: Aquanoid's Disk Invasion

39
General Discussion / Re: New Astounding Linux Pixel Software
« on: May 09, 2008, 11:28:06 am »
nope. i didn't forget any of both choices.
you should read better the header of the post.

I'M WORKING ONLY ON A 4 GB PENDRIVE
i installed the system, quake 3, c++ libs and compiler
in only 3,7 Gb, and obviously i cant install wine (150 mb or more)

but stop there, promotion and ggale are WINDOWS PROGRAMS, and we are
talking about a BRAND NEW PIXEL LINUX SOFTWARE for systems as mine,
so you could c+c about the prog and try to be constructive, cause this will
free linux users to be forced to use a windows program to do such decent pixelart in linux.
greets.

40
General Discussion / Re: New Astounding Linux Pixel Software
« on: May 08, 2008, 04:05:35 pm »
xion, any suggestion for the colormap?
i tried to do it by making weird algorythms but finally i declined for using simple and imprecise ones.
Do you think i should use the standard colormap? i think this one is different and that's the reason why i'm using it
but you can give your opinion freely...i ask for it to you :)
btw tnx for the cc . They help us a lot to continue coding it ^^

Pages: 1 2 3 [4] 5 6 ... 16