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Messages - vierbit
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81
Pixel Art / Re: Nes Mockup Grass Borders
« on: August 02, 2008, 10:00:33 am »
A really good process is shown in this thread.
Also very good work on the trees :y:, although some stuff would be tricky to do on the real NES.
Only the green is still a little bright. The nes palette still has a good varity of greens.

I didn't find Verbit's midtone brown in the nes pallete
Strange, maybe some program or fileformat messing things up here. I look eventually after this.

82
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 23, 2008, 11:09:51 pm »
Is the reduced dithering noticable?  Also, I tried to match vierbit's colors and added little grass blades to the bottom of the mountains.
Hm, the dithering is still a bit overdone but its geting better. The grass edit helps, it only looks a bit to lined up on some parts.

I dont know if you keep the darkest shade for later tiles, but for now its mostly only present as dithering.

its a little overdone, but you get the idea.

83
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 21, 2008, 01:47:55 pm »
The tiling looks actually pretty solid.
Colors are a little to bright for my taste though.

better?

1 BG palette is 3 colors and a alpha/dropout.  You can have 4 of them, so that would be 16 colors.  But you can only use 1 palette per 8x8 block. (using the advanced chip? or it would be 16x16)
Only to clarify, the alpha color is the global BG color which is always the same through all palettes(background and sprites).
Also yeah 1 palette per 16x16 tile, excluding special chips.

84
Pixel Art / Re: metroid 64
« on: July 20, 2008, 10:25:26 pm »
Thanks guys

Started actually simply by redoing the graphics, but later I was thinking why not improving it in some parts.
The original doesnīt have any outstanding graphics anyway.

@TrevoriuS
The sprite is actually based on the super metroid(snes) samus sprite, also the ball like shapes are not her shoulders.

@chriskot
Yeah, I know the colors dont match with the originals, mostly because there wasnīt any good color in the
palette that fitted the original, also some artistic freedom.

To your technical question, I only list some infos on the things i used in these mockups,
there are some post about more in depth stuff on this forum already.

-All tiles are 8x8(actually 4x8 cos widthpixel),
-Also all tiles share the same 3 global colors (thats the first palette row below each mockup here)
-Each tile can have one additional individual color, the twist here is you can only use the first 8 colors for this.

First row is the 16 color c64 palette.
Secound row represent the color avaible for use as individual colors.
The same is basically valid for the sprites.


85
Pixel Art / metroid 64
« on: July 19, 2008, 06:29:12 pm »
Its been a while since i last posted something here.
Well fun little side project, basically in the line of the gameboy demakes challenge here a while ago.
Plattform this time the c64 with its nice 16 color palette and some quirky restrictions,
thanks goes to ptoing for helping me out on the colors.




86
General Discussion / Re: Official Off-Topic Thread
« on: July 16, 2008, 08:22:19 pm »
Oh man that was the worse E3 ever, well I know its not completely over yet so there is still a chance for some positive news.
Where is my next f-zero, next waverace nintendo?! There press conference was an insult to any gamer imo.

Oh yeah mirrors edge looks awesome, excellent artstyle and the first person view feels really intense.
The mainline final fantasys are probably nice games, but the metrosexual-, emo- fetish from there character designer let me stay away.

87
Pixel Art / Re: Gameboy color-style mockup
« on: July 11, 2008, 01:59:54 pm »
I really like the cherful colors here. Donīt checked it but looks valid to the gbc restrictions.
Basically 8 palettes @ 4 colors each for the background, the the same for all the sprites.

What I dont like is the very rectangular look of the tiles,
I know the insperation comes from the zelda games wich have this look, but its still bothers me a little.

88
Pixel Art / Re: Tabletennis
« on: July 09, 2008, 09:13:36 pm »
@B.O.B
No, there wasnīt anyone saying how the players have to look like. While they are surely not on the skinny side,
I dont think there overly buff.

@PypeBros
Actually i dont find it very similar to the bitmap brothers style. But yeah, if "post apocalyptic" is a right theme for a
ping pong game is debatable.

@zi
If you mean that the stripes looks they are not a part of the table. That was a stylistic choice,
I found it simply more interresting that way.

89
General Discussion / Re: Megaman 9 with 8-bit graphics
« on: July 09, 2008, 06:06:26 pm »
Maybe because Im not a huge megaman fan,
but I dont see much sense to release a mainline megaman as a download game. Its also not acceptable why it looks
worser (I know its intended to look like an NES game!) than the prequels. Why not making magaman 9 on a good
16/32 bit standard is beyond me, espeally for Capcom.
Its sounds harsh but from the videos a saw it looks like a romhack to me.
 

90
Pixel Art / Re: Tabletennis
« on: July 07, 2008, 11:08:09 pm »
@Alex
Yeah it is indeed for a real game.
Personally i never had problems with trowing in my own styles/details, but I know what you mean.
There are many games out there with lack of style. Im also not a fan of simple flatshading with large areas consist of one color,
if I have the time time i like to incorporate some details.

@missingno
Youre right, one character would be simply mirrored verticaly, you are also right that it looks indeed akward.
I post an mockup later, so everyone can see the akwardness. :-\

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