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Messages - Lazycow
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121
General Discussion / Re: firefox 3
« on: May 21, 2008, 05:37:26 pm »
I just installed firefox3 rc1, and I noticed with horror that it has some built-in image filtering feature that makes the zoom function of the forum work bad.
Use the menu entry "View->Zoom->Zoom text only" and voila it zooms like Firefox 2 (but faster)  ;D
(disclaimer: at least on firefox3-beta5/ubuntu)

122
Pixel Art / Re: [WIP] Walk Cycle
« on: May 02, 2008, 12:53:09 pm »
I think the hip-movement would be ok for a girl, but for a guy it looks too strange. (or maybe like john wayne, but then he needs a cowboy hat)  ;)

123
Pixel Art / Re: mini pixel font
« on: April 11, 2008, 03:15:14 pm »

Thanks for the big feedback, especially for the edit! Here is the update. The border is somewhat old fashioned, but the font is intended to be used with "dirty" background (see 2nd picture), so I thought a border would be of use. So, yes... somehow it is a 4x6 pixel font with border. You got me, the "M" and "W" are cheating here, because I did not manage to squeese them in the 4x6 raster. Especially the lower case characters. I have included my squeesing attempts here, but better do not look at them  :P


font in action (NPA warning)  :o

124
Pixel Art / mini pixel font
« on: April 09, 2008, 05:36:56 am »

A super mini 6x8 fixed width pixel font. 5 colors + background. Does it work?

125
Pixel Art / Re: [WIP]Danger Dinosaur Danny et Werewolf Game Mockup
« on: April 07, 2008, 05:27:55 pm »

I like this one... (whatever it is) And it should twinkle!  ::) (SCNR)

126
Challenges & Activities / Re: Mockup Frenzy #7: Cinematendo!
« on: April 05, 2008, 10:46:35 am »
I did an entry for this and completely forgot to post it within the deadline  :'(
But which movie? 2001 on the moon? I wonder what you have to do in a video game that is like 2001... just walking around?  ???

127
Pixel Art / Re: Various sprites of mine
« on: April 02, 2008, 04:54:01 pm »
If someone could make it loop and repost it, I would be indebted to you. I need a new .gif animator.

Be my guest  ;)

128
Pixel Art / Re: Resident Evil Platform Sprites
« on: March 03, 2008, 07:19:44 am »
I don't know how do do that... Here's the file if anyone can fix it. (it is .uga file)
Can't work with UGA (whatever that is), but mtpaint prints out "input images have conflicting background colors" while reading the first frames of the gif-anim. So maybe you should cleanup the palette and use an unique color as transparent background before saving as gif-anim. (I failed to repair the anim, i think you need the original pictures)

129
Challenges & Activities / Re: Mockup Frenzy #7: Cinematendo!
« on: February 28, 2008, 11:16:01 am »
1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled.  Basically, the first X lines can scroll at one rate, and the rest can scroll at another.
2 - Keep the background relatively blank, set sprite priority to be behind the level.  Then you can have sprite clouds zip by at varying speeds.  However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!
3 - Build the level out of sprites, and scroll the entire background plane.  However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...
just curious, how did metal storm pull it off:
http://www.youtube.com/watch?v=GED_RatIpwU

I have never done any NES coding, but the scrolling of NES metal storm looks like an old C64 trick which should work on NES too:

4 - You use a block of background-tiles - e.g. 4x4 tiles (total of 16) and rotate the content of the tiles themself (the pixel-bits) anytime they should scroll. Then you can put this 4x4-tileblock everywhere you want to have the parallax-effect. It does only work for small repeating areas as this eats up very much background tiles that cannot be used for other stuff.

130
Pixel Art / Re: [WIP] Zerberk - running animation
« on: February 17, 2008, 12:31:57 pm »
@Adarias: Yes, seems like stretching his arms in the middle is a good start. I am currently working on that.

@sharprm: Hey, thanks for your edit - that helped me a lot! You are right, your colors are much better. The shading in your edit is also more advanced. I have had a hard time to figure out how you achieved that. Well, I have removed the old outline-style of the figure and altered the colors, but I am not sure if I like the black outline of your edit. Depends on the background, maybe.


yours - old/new

better?

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