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Messages - snader
Pages: 1 ... 5 6 [7] 8

61
Pixel Art / Re: Transport for London
« on: December 21, 2006, 09:06:13 pm »
it's one of those typixal black cab bars, and it says ''licensed taxi'' on the plate.... you do the math

62
Pixel Art / Re: spaceship and house
« on: December 21, 2006, 09:00:33 pm »
could you please, pleasy try to make the chopper in a style like the plane?
i realise that'd be hard, what with rotors eating up much more polygons then simple wings, but i'd love to see it, just stylewise

63
Pixel Art / Re: Swamp tileset
« on: December 18, 2006, 02:33:56 am »
i think you're going the worng way with the distressed road look. you're making it all weird crumbly. it's not dirt/cracked earth

http://asgiri.smugmug.com/keyword/road/1/77251728
http://www.sfondideldesktop.com/Images-Misc/Road/Road-0040/Road-0040.jpg
http://www.sligoyachtclub.org/Images/images2006/view%20from%20road%20april.jpg

allso, i think the perspective issue can be fixed by making the line thinner, to give more of an impression os seeing it more from an angle
http://www.vision.caltech.edu/lihi/Demos/SquarePanorama/cubes_large_angle.jpg
see the way the top and bottomplanes becomes less high, but stays the same width the closer you get to the middle row?

64
Pixel Art / Re: ho ho hoe
« on: December 16, 2006, 09:44:03 pm »
yeah i did one too

65
Pixel Art / Re: portrait **finished**
« on: November 28, 2006, 05:51:23 pm »
this doesnt look finished to me, it could improve soo much by the use of dithering and AA, right now it looks (to me) like rather quickly blocked-in shades

the arm and belly (belly in a lesser degree) are looking random, as well as the arm looking skinny
colours of the hair and suit aren't really working for me either

face has got a pretty good likeness though

66
Pixel Art / Re: [WIP] SHMUP Tank Boss!
« on: November 27, 2006, 05:33:38 pm »
are there gonna be smaller tanks as regular enemies in this level? in that case you might wanna vary the designs a bit between the both of em, like put spikes on the front or something, and a decal logo, so players can see it's not a regular unit easier

67
Pixel Art / Re: Portrait of a girl
« on: November 27, 2006, 03:16:40 am »
*poke*


68
Pixel Art / Re: OMGPOP!
« on: November 23, 2006, 11:17:38 pm »
no not on a C64. i dont even have one at the moment. i'm gonna use trusty old game maker. yeah =P
i'll try to put in an option to see it layered, or mcol only. i do wanna stick a bit to restrictions though. and i'll try to make a couple of sprites fitting the c64 restrictions, just for kicks

69
Pixel Art / Re: OMGPOP!
« on: November 23, 2006, 10:52:13 pm »
wow. that's pretty tight restrictions.

doubling the x/y values, is scaling right? what is multiplexing? i looked it up in google and some demoscene forum but i still don't understand. is it like having 2 enemies that do exactly the same at the same time?
the 2 common colours are 0-7 or can they be 8-15 as well?

i  think i still will use layered sprites, there won't have to be that much enemies on at the same time. i think i'll go and try to fit the prince in 1 sprite to save space. the maximum number of sprites is 8 per line or 8 total?

70
Pixel Art / Re: OMGPOP!
« on: November 23, 2006, 10:09:35 pm »
total votes i have: 8 pepto, 1 wanja, and half a deekay.

Helm - yes the menu is using multicolour only, think i'm going to keep it that way, maybe i'll use a sprite for the sword
Ptoing - thanks for the info, i thought you could set the C64 to use any of these palettes
Skurwy - it's allready the darkest blue
All - thanks for helping me choose

And someone please tell me it's possible to layer sprites like they did with megaman's sprite
used 4 total sprites, 2 MCol, 2HiRes, HiRes being the top layer

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