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Messages - Lazycow
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11
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: December 02, 2012, 02:07:36 pm »

@facet: Great, I like it! Your background adds a kind of mysterious mood to the picture. It's somewhat difficult for me to reproduce it, your structures feel more "organic". Still working on it... Will transplant the background over to the boss-picture at the end...

Yes, I also think that the color composition of sprites and backgrounds is not harmonic in every aspect. I will try to adjust the color combinations again when all animations are done. One thing to consider here: Single blue pixels are much dimmer on the C64 than concatenated clusters of blue pixels. (see screenshots of the C64 emulator in some previous post) I have failed to utilize that until now, though.

About the "green cave": I see what you mean here. Might have to address that, too. Not so easy.

@mrsid: Well ok, I only can remember that *I* had problems creating stable color splits back in the end of the 1980ies... (But I was very jung and refused using "useless" nop instructions, etc...)  :o

@PypeBros: Aww, that's right. Hmm... Ok, I might have to add whip- and gun-attack while in crouched stance. (That works in Castlevania) Still, the snake is too small, yup.

12
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: November 04, 2012, 09:10:45 pm »
The enemy animations are still missing:


bat (2 versions), scorpion... (maybe too twitchy), snake, rat

edit: sinuous snake added
edit: running rat added

13
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: October 21, 2012, 12:33:30 pm »
Yeah, thanks for the comments, PypeBros!

- did you mean the blue stones in the background? I dispachted them a bit, good idea!
- the sunset: Yes, I think C64 can handle "copper-like" stripes, even in the borders, but this needs evil tricks to get them stable, so I might skip this one. But some flickering stars would pimp up the title, too. Maybe.
- highlighting treasures... Sparcles would be possible, because there's some room in the overlay-sprite. Nice idea, indeed. But it would be difficult to program, because the sprite data would have to be modified. And I am not doing this somewhere else, yet - I am just switching sprite data. So what about hilighting the treasures like this:


- the color of the title: Hm... I tried some variations... Selecting a color scheme here is kind of personal preference, I guess. The C64 palette is really nice for such things!


Some Updates:

- -
Rope actions: The rope itself is build out of background blocks. The climbing animation is not very realistic - I think you cannot use legs and arms simultanously. Also, when hanging on the rope and looking to the other side, he suddenly uses his other arm. But... probably... noone will ever notice that...

14
Pixel Art Feature Chest / Re: Platformer WIP [C+C please]
« on: October 17, 2012, 08:59:51 pm »
- -
I would maybe try to move the leg a bit more to the front when it hits the ground, otherwise the momentum is somehow lost. Excellent otherwise. I also tried to add the shield, that would work, but the front arm moves a bit too much to grab the sword. Yes?

He could also put the sword away before he starts running. But then you would need a walking animation with sword.

Any plans for the game, so far? Hack & Slay? Action-Adventure?

15
Pixel Art Feature Chest / Re: Platformer WIP [C+C please]
« on: October 16, 2012, 06:13:48 am »
Ahhh! Green hills!  :y: ;D

-
Ok, an 8 frame running animation - I cannot resist... The running frames are very dynamic, really great. But now, I would like to increase his step length again, that's too short. Also, I made the bouncing stronger by 1 pixel. I could probably tweak it a bit more, but I am out of time for today. (raw edit on the legs)

16
Pixel Art Feature Chest / Re: Platformer animations [WIP]
« on: October 14, 2012, 08:47:35 am »
Super-nice style. But I miss these marvelous green hills in the latest mockup. I hope you want to bring them back in, they added a better mood to the picture, I think.

For the running animation: If you redo it, you could probably force him to make smaller steps, seems like he stretches his legs a bit too far.

17
Pixel Art / Re: NES soldier walk cycle
« on: October 08, 2012, 05:40:03 am »
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old - new

For the running animation, I have tweaked the following:
- You should use an even number of running frames. The first and the last frame are identical and so the animation stalls at this position.
- The bouncing: It should bounce the same way for each leg. You made him bounce up for the one leg and down for the other leg.

Other than that: Already quite solid, I like it!

Hm... You could make the animation even fancier: Include some sub-animations, e.g. move the weapon left and right while running. Or... give him a larger Antenna on the helmet which wiggles a bit.

18
Pixel Art / Re: Glow affect for plasma weapons
« on: October 07, 2012, 08:57:37 am »

What leroy said... Additionally, you can improve the effect by a flashing animation.
(Experiment with the flashing speed)

19
Pixel Art / Re: Platformer Sprites (WIP)
« on: September 25, 2012, 06:15:58 pm »
Yeah, great!

-
old - new

What about not using one continuous motion blur, but fragment it a bit. This could simulate individual animation frames, merged into one.

Other than that: Although all the moves of the robot are superb, I think motion blur and "heavy-movement" are mutual exclusive. Would you expect fast movement from a massive house-hight unit? Hm... I don't know. Maybe not.

PS: the forum has an included zoom function, just click on the image.

20
Pixel Art / Re: [WIP]Big Fish
« on: September 24, 2012, 07:44:09 pm »
There's little contrast between fish and background. You could probably try to increase the contrast a bit or use a different colorset for the fish.

Also, the background seems to be brighter than the fish. (That might be ok if the viewer is on the bottom of the lake and looks up to the surface. It's hard to see)

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