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Messages - PypeBros
Pages: 1 ... 112 113 [114] 115 116 ... 122

1131
Pixel Art / Re: Grass (help needed)
« on: May 26, 2008, 04:24:48 pm »
Here's the start to my new grass... but I need help choosing colors.
The best trick i found so far is to use HSV gradients rather than RGB. E.g. click the "generic 16-color palette by Arne" image ahead, pick his dark-green, bright-green and yellow in your favourite image editor and build a hue-saturation-value raster out of them. You should then find proper colors for drawing your grass.

If your orc doesn't read well over that new grass, just decrease grass saturation alltogether, and it should be better.

1132
Pixel Art / Re: A tileset..
« on: May 26, 2008, 04:20:06 pm »
I've updated the tileset. Mainly the tree texture, but it still seems wrong to me. Help greatly appreciated with that tree.
problem #1 with your tree is that your texture has a strong "vertical" look. E.g. things are highly vertically-aligned in the texture pattern, which is fair for the trunk, but do not fit roots and branches.
#2, your transition between non-shaded and shaded part of the tree is very straight, and (again) follows a vertical line, reinforcing the feeling that the tree must have a sharp, vertical edge there.
#3, roots and branches are usually shapes of their own (cylinder-likes) and thus have their own highlight and shadows.

So far, my best suggestion for you would be to re-start a new tree shape without texture (add it later), with 3 or 4 colours and focussing only on shaded and highlighted areas. I once collected trees of various video-games on my blog, maybe it could be helpful for you ...


1133
Pixel Art / Re: Biker Bob vs Suburbian Zombies (updated)
« on: May 26, 2008, 08:05:56 am »
Two, the half-second you'd have to wait after pressing the -swing the bat- key would be EXTREMELY annoying during gameplay. You don't have TIME to wind up, man! A zombie is attacking you!

So that might be the key for proper use of the bat. E.g. Biker Bob can move at normal speed if attack button is idle, grab the bat when you press the button (and then still move, but slower) and attack is unleashed when you release the button. I'd suggest that he just punch the zombie if button is hit too fast (inspiring from megaman's shots).

1134
Pixel Art / Re: my little world ... [please C&C]
« on: May 26, 2008, 08:00:40 am »
ah. So that's what's happening in those "long run video" of WADF when a menu appear on the left ... the ball is changing what it is made of.

And, well, it's indeed not quite unique. Even just in the Super Mario series, we've seen "steel mario" that cracks things and be heavy enough to walk underwater. There's also the 'mario babies' of "Partners in Times" that can be flattened to access secret area and fly because of their new shape. If instead i make Bilou capable of bashing bricks with his head or throw his punch ahead to smash monsters, it's really looking too close from something super-known. And no, i don't feel like giving him sci-fi power-ups (the game is supposed to involve little magic from the "magic gems" Bilou collects after each boss), nor do i think flappy wings and bow are a good suit for Bilou (that's Kirby's job, after all).

Well, this is still under discussion with my brother (co-scenarist) anyway, but thanks for mentionning the likeliness.

Imho the "change material" has the advantage to bring consistency in power-ups (just like Mario in SMB3 gets his super-abilities by changing costume)

1135
Pixel Art / Re: Fungi Fury (WIP)
« on: May 26, 2008, 06:46:01 am »
well, you might want to add some more texture to the grass, at least on the edge (it's really looking like a perfect plastic right now) and use yellowish highlights for the grass rather than "whitish" ones.
It sounds also strange to see fungis using swords (i'd rather expected them to use some unforeseen fungi-fighter special moves, but you may have a good reason for that).

1136
Pixel Art / Re: Cave Story for unrealisticly underpowered platforms
« on: May 26, 2008, 06:41:12 am »
This seemed pretty fun, so i gave it a try. Here's how it could have looked like on the Master System. About halway through i relised that I probably should have picked a less powerful console, since the results doesn't difer that much from the original (aside from way too bright colors and smaller resolution)
Well, iirc, Pixel was basing on the NES for the GFX specs of his game, so that's not very surprising to see the Master System coming "too close" for a demake :P

1137
Pixel Art / Re: ~ Random Pixels ~
« on: May 26, 2008, 06:39:18 am »
yeah, the big ears make him look a bit monkey-like (which add cuteness, imho), but he's clearly wearing a helmet here, and imho, has some foreign affiliation with both Bomberman and Megaman, which perfectly fit the "shoot and run" look of the game. Good job at how you make him look so determined compared e.g. to Quote in Cave Story (which is a bit too unexpressive to my tastes). I'm looking forward to see him jump, run and hook on the ceiling to swing above dangerous areas :)

Initially, i thought the ninja-webcam thing was the character and that the battery-thing was an opponent. I guess you could keep both of them as opponents without any problem.
Also, i cannot exactly decide whether the green things that grow out of the ground are crystals or vegetal lifeform (well, it could be a crystal-vegetal lifeform too

1138
Pixel Art / Re: Biker Bob vs Suburbian Zombies (updated)
« on: May 26, 2008, 06:30:39 am »
afaik, chains do not really stay straight when you make them turn around (unless you make them turn *very* fast), but rather bend a bit as it takes more and more time for the movements to commit towards its end.

1139
Pixel Art / Re: [wip] Super!
« on: May 23, 2008, 04:00:54 pm »
attachment of her right leg to her hips seems wrong to me. It should be a bit higher, imho

1140
Pixel Art / Re: New Pirate game mockup
« on: May 23, 2008, 12:29:10 pm »
well, if you are to keep that sprite size and 640x480 resolution, i think reorganizing the screen could benefit the overall readability. Of course, that will mostly depend on your gameplay. My comparison point is Jazz Jackrabbit 2 that had gorgeous gameplay in e.g. 400x300 but also let you play in 800x600 if you wanted increased resolution (keeping the sprites untouched). Being a "shoot-and-run" game, the extra resolution turned out that you see too much of the environment in advance, completely killing the fun.

So maybe you could want to use 640x480 but only use 480x320 for the "game area" and keep the rest for inventary, dialogs, and so on. That could save you from doing dialog "overlays" that might get in the way during the game and would easily allow for a larger, more readable, font (imho).

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