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Messages - Lazycow
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31
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: July 08, 2012, 11:28:03 am »
@ptoing: Ok, it depends... Still to lazy to check it out if ECM would look better.  ;) Maybe I should keep the multicolor mode.

@pypeBros: You could see the lifts as part of an egyptian machinery, well... ok. I think I would prefer moving blocks instead of moving plattforms. The longer top-plattform is nice. Like this the shadow looks ok. Haven't started on drawing traps, yet. I am so slow in pixeling.

"Embrace the limits, don't fight them" - that sounds like a sentence from Spock...  ;D

Unfortunately, I am still fighting against them in this post. On my notebook, I can zoom the graphics to 3x. (On other computers even more)  These are very big pixels and dithering looks odd somehow. To come around this, I made a little converter to display the graphics in a C64 emulator. Maybe the game should have some CRT-monitor emulation? (or am I getting crazy now?)


Here's a part of the 3rd mockup in reverse mode, using the C64 emulator "vice" with enabled CRT emulation. (On the bottom are Helm's pixel clusters)
- I have spotted 2 things in the CRT emulation: a) dark scanlines, b) blurs the colors to the next pixel
- dithering looks better (?)
- seems like I can mix some colors on the C64? (I made some tests on the right side)

blue and brown / yellow and light green - do these colors mix to a new color or what? Should I use these effects? I have the feeling, at least the C64 game "mayhem in monsterland" does color mixing this way. It's hard to say, because I could only find screenshots without monitor-emulation. But the stripes in the screenshots are very omnious.


Here's a test with single blue hires pixel (top half) and wide pixels (bottom half).
- single pixels have less brightness (?)

If someone wants to check it out on a C64: compare1.prg compare2.prg


Some test rocks... In reverse mode, I can use 4 colors for the rocks, but then I cannot use blue background like in the picture above and I would have to use 3 colors. Except I utilize the color mixing from above for a 4th color. What do you think?

32
Pixel Art / Re: [wip] Bilou's school + dumblador + inkjet [c+c]
« on: July 06, 2012, 12:38:14 pm »

old -> new

I always missed the body of Bilou, but the rayman-like animations are polishing him up very much. What about making the jumps more dynamic?

And the walking bottles (?) could walk a bit faster. They look too lazy.

edit: oh, these are pencil sharpeners? Then there should be walking pencils, too!

33
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 27, 2012, 05:50:21 pm »

loading screen in "petscii" (scnr)


This time, I tried to add more depth to the building. (not sure about the black shadow on the topleft)
Also, I included a split again to get the light brown for the sand.

Interestingly, most of the blocks in this picture only have two colors per block, so it could also use the "extended background color mode" instead of the multicolor mode, to get hires graphics. But I am to lazy to check it out now. Most of the times, multicolor looks better, doesn't it?

PypeBros: Hm... Yes, the screens could show some traps, indeed. Some spikes popping up out of the ground?

I am not sure if I like the elevators from Pharaoh's Curse that much. They work very well for the fast paced gameplay, but the logic behind them is a bit... well... Did the Pharaohs really have elevators that day? But how could you get up again? (There's no problem to go down) Some moving blocks maybe. Like the big block in the 2nd mockup and the blue block at the bottom in this picture here.

34
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 21, 2012, 05:36:07 am »

Oops, yes... No orange as block color. Mehh... so there's red sand now, which does not make me very happy. Maybe I should sacrifice a global color for the sand. Yellow blocks should be fixed now, I used the block color for the hilight and the dark color. Saw that trick on some Turrican screenshots...

Also tried to use 2 layers of backgrounds in the 2nd mockup: dark grey and dark brown has background blocks and the red blocks for a 2nd layer behind. The red blocks could also be used for some parallax scrolling, if the game would have scrolling.

35
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 20, 2012, 06:06:03 am »

Another mockup... No raster splits, no reverse mode, ... Kind of a sunken building, tried to draw sand and 2 levels of background. The blue rocks should be more in the back than the brown walls. Not sure about the color composition. The sand does like the yellow bricks very much, does it? Also, the sand has the same color as the scorpions, that's not good. Couldn't place it there.  :mean:

About the hat: Yes, this hat is very important in digging out treasures. So maybe it could be a powerup without any functionality. It drops down sometimes, and then some time later, the hat flies by again... Whatever...  ;D

36
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 14, 2012, 05:59:36 pm »
So many great pictures! What a motivation-boost. I am working at my limit here and it was so hard for me to push the pixels a bit further. At least I like the result now. I wanted to concentrate on the tiles, so no raster splits this time. (They do not help much in this pic, anyway)


@PypeBros: Rounded edges, changed top-hilights, no roots climbing up. (thx for that one) Although, I like everything about Arachne's mockups, I couldn't fit these vines in there.

@Helm: These dark dithered patches are excellent. Especially the brown version; the blue area looks a bit like an underwater scenario. I tried to implement such patches: Hires blocks in the inside area, and multi color wide pixels in the outside area. I am not sure about the green dither. Your green blocks look better, but they are also more noisy. I also have the same feeling about my green leaves in the outside area.

@Carnivac: Hey, the blocks inside are hires, but do not have single pixels. So what does your pixel-eye detector say here? ;) I didn't like single hires pixels on the C64, they always caused some color distortion on my TV. I guess that is why the C64 font has double pixels.


Here's a variation of the hero: Cyan shirt, brighter shoes and red outline. That works well in "the cave", but might cause some issues in other mockups.

@ptoing: I think the maps allow full height sprites up to 19-20 pixels. (reserving 1-2 pixels for the running bounce) With your big helmet, he looks even smaller. But I like the helmet. The hero could maybe start without hat and this could be a powerup.

@bladeJunker: The hires pixels are there with or without raster splits :) These splits just add 1 or 2 extra colors. I don't think this is a big deal, because the game would need splits anyway to show more than 8 sprites.

@Grimsane: I like the big-head-hero, too. But I shrunk his head because of the running animation. But this is a different story. Anyway, the head-size is not final... Cool overall outfit!

Adam: Wow, I also tried to darken his other side, but failed. This sprite is awesome!

37
Pixel Art / Re: Player Base w/animations [CC welcome]
« on: June 09, 2012, 02:46:24 pm »
-
yours - new

While the down movement looks really good, the movement to the right is inconsistent.
I changed two things here, the body moves up and down (instead of left and right) and the arms are moving left and right. (yours looked like boxing)

38
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 07, 2012, 07:28:32 am »
Thanks for the comments!

@BladeJunker: Didn't realize that there so many games that use overlay sprites. Interestingly, they all seem to use the overlay sprite for a black outline.

@Grimsane: Brown as dark color and to replace the red blocks? Clever, I like it.

@STE86: Yes, blocks can be hires. I just was too lazy to make the red bricks hires and used copy & paste.
The "soulless" screenshots are really great. So many details and very clever use of hires blocks. Sometimes too many colors maybe.

@ptoing: Programming and map design with raster interrupts would be a bit tricky. Yes, probably. But if you want to go the easy way, you wouldn't make a C64 game anyway, would you? ;-)

@PypeBros: A raster interrupt has more overhead than just poking the colors. You have to save registers and clear flags first and doing anything reverse after. So you cannot do tricks every line like on an Atari 2600 or on the Amiga, I guess.


Yes, the colors of the hero are blending a bit... Let's see... Blue is interesing, but what about red?

On the right side, there's an early version of the hero. (which would force white and orange as global sprite colors) Never liked sprites with 2x2 pixels on the C64. No way! ;-)


Update: Here's a new mockup which uses the Uridium-method ;D (thx, STE 86) for gettings some unusual color combinations.

I think the area of the hero with the "little brown squares" looks a bit odd. But I cannot figure out what's wrong. Do I have to fill the black area here like on the 1st floor? Any hints?

This is my 3rd try to make a game about collecting aegyptian treasures. (no, it doesnt pretend to be a Pharaoh's Curse sequel) I used the C64 graphics to make it easier for me to concentrate on my problems in creating maps and tiles. (that's why I stopped last time)

39
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 02, 2012, 03:11:06 pm »

old -> new

Update.. I tried to make the caves more colorful. Most C64 screenshots seem to utilize the block color for the hilight, so I tried the same here. (using yellow, cyan and green) I kind of love and hate these C64 color restrictions. Still too dark...  :-\


Sprites! Hero, Pharaoh, Mummy, Snake, Bat, Scorpion.

The three "humans" use two overlayed sprites. (a hires sprite on top of a multicolor sprite) This would eat up precious sprites and memory in a real C64 game, but well... I couldn't draw a reasonable figure without that. (there are some real C64 games which did that, too)

All multicolor sprites have to share 2 colors. (here, it's orange and dark grey)

Items: Whip, Dynamite, Gun, Magazine, Bullet, Keys, Potions. (multicolor sprites)
Additional keys and Potions. (this time hires sprites on top of chars, which effectively gives 2 colors)

40
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: May 27, 2012, 09:40:47 pm »

Sorry about writing so cryptic stuff...  :-[ short version of this screenmode:
- In multicolor charmode, each 8x8 block can only have one of the lower 8 colors. The background color is the same for all blocks. (for each 320x32 pixel zone)
- a 8x8 block can be a multicolor-block. Then the block has double-wide pixels and you have 2 additional colors that are the same for all blocks. (for each 320x32 pixel zone)

@rikfuzz: I wouldn't name it "sequel", but... well, ok, yes, there's this Pharaoh and he returns... sort of. Right now it's just a mockup. (Your screenshot looks like Atari, by the way)

@pypebos: yes, there's too much grey in there. Selecting the colors is actually my problem. But I have examined some C64 screenshots and they all have more or less the same strange color combinations. So maybe there's no optimal solution. (Yes, i could set the block colors to black and use that black for background, I have setup the 3rd zone in the 2nd pic like that. That works, but as you have observed, it looks very grey...)

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