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Messages - HughSpectrum
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51
General Discussion / Re: Atari 2600 pixel art?
« on: March 07, 2012, 04:20:31 am »
Quote
Everything looks in order here too. Just be careful with the horizontal alignments as its easy to put pixels where you want them versus where they can actually be.
I'm honestly not sure what you mean.  Are you saying that the missile and ball sprites' x & y positions are attached to a grid based on their size?

52
General Discussion / Re: Atari 2600 pixel art?
« on: March 07, 2012, 01:20:28 am »
I understand that Atari 2600 games is much more largely defined by its programming than anything, but I find it nice to have a quick summary of each of the sprites and the playfield.

Updated my post above.  Again correct me if I got any info wrong.

53
General Discussion / Re: Atari 2600 pixel art?
« on: March 06, 2012, 02:53:03 pm »
I seriously need to try and break down your post and simplify things for reference.

Do I get this right?

Standard Resolutions: 320x192, 320x96 (double tall pixels), 320x64 (triple tall pixels), or 320x48 (quadruple tall pixels)

Playfield: 8x1, 8x2, 8x3, or 8x4 pixels (depending on resolution) of foreground & background color, foreground color can change within the scanlines (I assume keeping to the 8 pixel wide grid?)  Normally symmetrical.

Player sprites: Up to two unique sprites on screen, 2x1, 2x2, 2x3, or 2x4 size pixels, must be 8 2x pixels wide, can be as tall as desired.  Can have three copies of each, but the copies move with the original.

Missile 1 & 2 sprites: Single pixel that is 2x, 4x, 8x, or 16x wide, can be any height.  Corresponds to relative player sprites.

Ball sprite: Single pixel that is 2x, 4x, 8x, or 16x wide, can be any height.

54
General Discussion / Re: Earthworm Jim's "Animotion" Technique
« on: March 06, 2012, 02:28:54 pm »
I think I might have gotten it...

Study the actual .gif of the transformation.  Notice on the 2nd and 3rd frames they digital paint over the line art (which is NOT colored before being scanned in) with a palette that's limited and very clean.  If you resample the colored digital art, you'll get a result very similar to the first frame of the .gif where the sprite is small and there is no outline.  They draw an outline after they resample, rather than attempt to fix broken details.

55
General Discussion / Re: Earthworm Jim's "Animotion" Technique
« on: March 06, 2012, 01:44:03 am »
Quote
It's also necessary to work out the palette ahead of time, so that you can quantize the scaled-down result to it.
Makes sense.  The conversion to 16 colors is probably done during the large print version, where they have colored it before scaling it down.

56
General Discussion / Re: Atari 2600 pixel art?
« on: March 01, 2012, 02:54:00 am »
I find the Atari 2600's restrictions to be fascinating because it's so different from even the most limited computers and the quirks go beyond the resolution.

Do you have any examples of games or game mockups to give an idea of how an Atari 2600 game might look in the hands of a seasoned pixel artist?

57
Pixel Art Feature Chest / Re: [WIP][Nudity] Another Werewolf
« on: February 25, 2012, 01:31:28 am »
Quote
For one, I don't think it's necessary and I want the arms to be back there because of flow and balance.
I honestly think the arms are communicating a different balance than the rest of the figure and actually breaking the flow.

I actually tried the pose you are going for, and it felt like I was doing this:


I think your piece can get away with not having a change, but it's still something I felt I needed to point out.

58
Pixel Art Feature Chest / Re: [WIP][Nudity] Another Werewolf
« on: February 23, 2012, 02:24:50 am »
I should've stepped in on this earlier, but I can't help but feel like the arms communicate a much more relaxed message than the forward lean and bent legs do.

NPA EDIT


Of course, you may have been going for a more reserved but still confident stance, but it was easier to edit the arms due to the legs already being grounded in the scene.

I am no expert on posing, to take my advice with a grain of salt.  I'm sure somebody will tell me I'm wrong.

59
Pixel Art / Re: Abobo Sprite for Double Dragon Remake on ZX Spectrum
« on: February 22, 2012, 03:25:17 am »
If the awkward bounciness is the norm for the Arcade version, then it can be argued that the NES version did better in that regard.

60
Pixel Art / Re: [WIP] Lizard People
« on: February 16, 2012, 07:35:59 pm »
Concerning screen size, one thing to keep in mind besides "look at this screenshot or Fool piece then do it" is to make sure that you account for the fact that beat 'em ups are often designed for at least two players, and if you're going for true arcade gameplay, up to four players fighting masses of enemies.

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