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Messages - Probo
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2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: May 10, 2016, 11:18:10 pm »
this looks cool, but like some other people id want to push this tech to try and fool the viewer into thinking it was bona fide pixel art. As eishiya said the models seem to have too much detail in them, I think its because of the resolution, you cant really solve that by tweaking the model or the lighting.  if the image size of a game using this was 320x240 (off the top of my head as a high-for-old-games resolution, maybe higher like 480p could work?) say, and then your boat model had to be rendered at size more suitable to that overall resolution, you'd have to simplify and redesign the boat a ton, but if you got that looking good I think it'd look a lot more like what we think of when we think of pixel art.

With your tech could each object be drawn with its own perspective too?  so no matter where they are on the screen, they're always drawn as if they're being viewed from a fixed point somewhere in their centre.

like beast said, id also reduce frames of animation or go actually pose them per frame like pixel art (and reduce the frame count also). If I was making this game for real I wouldn't have the islands rotate, and just kind of bob in place, with that fixed perspective thing applied if its possible.

I realise I'm looking at it from a different angle from you though Howard! It still has its own cool look that I dig.

Mate it looks great! Really reminds me of natsume nes games. I wouldn't worry too much about some slight cheating on the restrictions, I think people have an idealised vision of nes games in their head and making it look a little bit better than perhaps it could've done back then wont register with them, and in fact will play up to these rose-tinted expectations. Plus some cart hardware bent all kinds of rules! I hear Retrousb are releasing a NES/Famicom hardware clone soon that even ups the sprite count per scanline from 8 to 15. I think emulators have been able to do this forever but hardware!!

is there a playable demo yet?

that's really interesting, thanks. I love the idea of programming nes games but its way over my head! Maybe ill make a nes-faithful game in game maker one day :P

I need to make some more castle tiles for my game at some point, i got some ideas doing this!

Oh that's interesting, so is that restrictive because it would have to hold a long list of collision objects in memory, memory that could otherwise be used for more important things? Or it'd slow performance because it has to check through the list every time it checks for collision or something?

Thanks for checking the pic for me, I might edit it to bring it under later in the week.

Wow some great edits in here. that ntsc palette that kasumi provided really lends itself to some grungy, dark visuals. I love that shit. However one of my favourite things about the pal nes I grew up with is bright, weird and sometimes garish palettes so I leant into that :D

I chose Death's level, looked like it could do with a lick of paint:

I had a go at the existing metasprites in the room too, trying to stick to their existing real estate in terms of 8x8 or 8x16 sprites.

I wanted to keep the HUD palette the same as its iconic to me, but I also used the HUD palette on the fire in the top left, which I assume could be animated by switching out tiles? maybe not in the cv1 engine? Kasumi help me XD. in a perfect world it'd be whippable too, like a candle.

enjoyed making the upgrade 'III' in the HUD a bit more readable, after so many years playing this game haha

I haven't checked for errors or tile count :S

looking really good mate. thought of putting something in the top left sky? like a flock of birds or something? or a flying saucer XD

also the sunflower that is overlapping his back seems like it should be behind him, to my eye? to plant him in the scene

Really interesting talk, thanks for posting. Guys got mad skillz fo sho. My main lesson from this wasn't technical though, it was to just get better at drawing and rendering! XD

oh and I'm now really looking forward to this huckerby fellow's pixel art program!!

Commercial Critique / Re: Commercial Critique - Castlevania
« on: April 08, 2016, 07:45:38 pm »
Man I love me some CV1. I always liked how a lot of the graphics have a drawn look to them, a lot of art not looking like they put much thought into single-pixel placement when being made. Maybe they did more than I can know, but it definitely has that impression on me. I dislike some of the art though, for example the leaves of the trees at the beginning or the rocks in the waterways with the mermen. They can be pretty badly realised, not looking much like real rocks or leaves. Also not much effort was put into hiding the tiles in some places. CV3 did a much better job overall, but maybe lost a smidge of the charm of CV1?

General Discussion / Re: We are now
« on: March 07, 2016, 01:24:57 pm »
all the work on the site that's been done recently is amazing. really well done to all you peeps who worked on it

General Discussion / Re: Official Off-Topic Thread 2016
« on: March 06, 2016, 10:23:20 pm »
I'm feeling great!

I have a Retro City Rampage steam code if any of you pixel pushers want it. pm me

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