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Messages - Lazycow
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41
Pixel Art Feature Chest / Feature 11 - Pharaohs Return (C64)
« on: May 26, 2012, 09:47:53 am »




More about Pharaohs Return in the web:
- youtube teaser
- devlog homepage (lazycow)
- the gallery (pixeljoint)
- gameplay infos (tigsource)

Hi, this is a mockup for a game with C64 restrictions. Using a 320x192 multicolor charmode screen here, with raster interrupts every 32 lines, which splits the screen in six 320x32 zones with selectable background colors and multicolor colors. (scoredisplay is build out of sprites in the border) I tried to use C64 restrictions to make the pixeling easier, but these C64 color restrictions in multicolor charmode made some problems...

The main problem for me is that the freely selectable color for each 8x8 block has to be one of the first 8 colors. But the "good colors" (browns and greys) you want to use for backgrounds are in the second half of the palette.  >:(

Any suggestions? Or am I on the right path already?

42
General Discussion / Re: Atari 2600 pixel art?
« on: March 18, 2012, 09:24:12 am »

Atari 2600 / C64
(I think the left screenshot shows the limitations very good)

43
General Discussion / Re: Atari 2600 pixel art?
« on: March 17, 2012, 09:22:10 pm »
Standard Resolutions: 320x192, 320x96 (double tall pixels), 320x64 (triple tall pixels), or 320x48 (quadruple tall pixels)
foreground color can change within the scanlines (I assume keeping to the 8 pixel wide grid?)

Nice summary about the restrictions, but I would like to disagree about the point "foreground color can change within the scanlines". You should remove that one, because the screen is build by the CPU in realtime each frame and after handing game mechanics and building up the screen, you do you have any time left for such tricks. (There might be coder-demos, but I do not know one single game which such effects)

44
Pixel Art Feature Chest / Re: Platformer Tiles, Character + Animation [WIP]
« on: February 29, 2012, 06:57:21 pm »
I like the running animation. (what about an idle animation?) But it seems like the torso and the legs are too dark. That might be because of the bright background... (new forum theme? anyone?)

Nevertheless you want your heroine stand out in front of the game background, and so she needs some bright colors, doesn't she?

45
Pixel Art / Re: Floroform
« on: January 29, 2012, 07:58:30 pm »

Initionally, I wanted to do a plant like (B), but I couldn't match the lighting with all the small leaves. Now it looks like a building with plants on top. (well, it will do the job, too)

The blue hero on blue background does not look so good. (if the sky has a lighter blue) so it has to be night. not good. :huh:
Maybe he should change his color or wear some suit...

@manupix: ok, tried to pimp up the clouds a bit

46
Pixel Art / Floroform
« on: January 27, 2012, 07:27:39 pm »

This is a mockup of a game where the player has to climb a big plant to collect items.
The blocks of the background are important to the gameplay, so the blocky structure of the tiles has to be visible. It could be camouflaged with twines somehow, but I don't know how, yet. (still wip)
C&C are welcome.

47
2D & 3D / Re: Dynamically Animated character
« on: January 22, 2012, 09:28:23 pm »
Her body is stiff and only arms an legs are animated, yes? (hard to see, because of the grey legs and the black background)
If your code supports it, what about letting her crouch on landing and let her stretch on jumping.

48
2D & 3D / Re: Nanovoid
« on: December 17, 2011, 03:39:51 pm »

49
2D & 3D / Re: Nanovoid
« on: December 14, 2011, 07:39:11 pm »
Well... finally, the game is finished and coming to the app store. Phew...
Just in case you are interested, take a look:


*new* Nanovoid - reigning space, trailer

Nanovoid, it's coming... teaser

50
Pixel Art / Re: "Renegade" game sketches, art and animations
« on: November 12, 2011, 09:03:11 am »


What about giving the foreground more contrast? (opps, I forgot to recolor one soldier)

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