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Messages - Lazycow
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91
Pixel Art / Re: Silverline mockup
« on: February 05, 2009, 06:39:39 am »

'have pimped up the walls and the character base again. Not sure about the shadow, especially at bottom left. Is it ok like that?

92
General Discussion / Pixen
« on: January 27, 2009, 11:19:40 am »
Hi, recently I have access to a Mac and I tried to work with Pixen. (sic)

My tablet just works fine and I was able to use most tools, but there is just one more thing! How do I copy and paste some rectangles of pixels from one area of the image to another area? That is one of the three most important tools I use while pixeling. I know, anything is a bit different on the Mac, but I do not get it!   :blind:

I am able to select an area with the select tool.
I am able to move the selection itself. ok.
I am able to move the content of the selection with the move tool. ok.

BUT how do I copy? When i move the content, a transparent area remains. I use Edit->Copy and Edit->Paste but nothing is visible. (a new layer is created instead) Is there a way to disable layers or do you handle copy and paste in Pixen?

93
2D & 3D / Re: Possible Space Shooter Mockup...
« on: January 26, 2009, 07:51:14 pm »
Excellent work! (again) I especially like that "thrusters-effect" of the gun-fighter. Looks like you are alternating the transparency. Can you write down some parameters? Is it a simple 2 frame alternating between 50% and 25%?

94
General Discussion / 32/64 colour generic palette
« on: January 24, 2009, 03:00:28 pm »

Quite nice, but 2 of the grey's are not "clean" greys, and there are only 2 browns. (but 4x lila purple, which is probably not needed)

95
Pixel Art / Re: Silverline mockup
« on: January 19, 2009, 06:53:47 am »
Still working on the background. (good hint with the wall-shadow, PyreBros) My teammate also prefers perspective "A", so here we go. I had some problems with the bottom row. Does it work? Right now, the only way to distinguish male and female players is by the hair. So there might be some male-only haircuts and some female-only haircuts.

EDIT: added some coloring

96
Pixel Art / Silverline mockup
« on: January 12, 2009, 08:50:25 pm »


Hi, this is a raw mockup from a dungeon scene of a multi-player adventure. (16x16 raster) I do not like how the bricks fade to the dark. Which one is better? left or right? Somehow, I did not get the idea how this is done in other games. (both versions look a bit broken) any hints?

The other thing is... Which character view would look better: (A) view from above or (B) front view. It should be considered that this is a multiplayer-game, where each player can select different hair-styles/colors, face-types/colors, body-types/colors.

97
Hi, I think your composition actually looks more like a drawing than game art. This is obviously a matter of personal taste, but I would suggest that you reconsider your color palette. What about adapting your drawing to Arne's palette? I also have problems with color composition, and I have found that this palette's very useful to give pictures a better polish. After that, you could add additional colors in a 2nd step. (There have been several mockups in this forum that use this palette too)

from http://www.wayofthepixel.net/pixelation/index.php?topic=4306.0

98
2D & 3D / Re: Nanovoid
« on: January 06, 2009, 09:47:19 am »
-
Somehow, I have managed to squeeze a bit more out of the laserstar... (EDIT) and... "the tentacle of the Bastard"

That ingame animation is from the gameplay prototype. (which has old graphics) Nevertheless, you can play it if you want. You may find it here, where you also can take a look at the old graphics. (or better not)  ;) Do not expect too much, it is just the prototype.

99
2D & 3D / Re: Nanovoid
« on: January 05, 2009, 02:16:47 pm »
Finally, I finished all 20 "vessels". They look not as good as the spaceships in Tanscendence or Escape Velocity Nova and additionally they look a bit like "toy"-starships. I think this is because the surface textures of my crafts are not that advanced. (Looks like the other games use handmade textures) But somehow the Nanovoid ships have their own (not so 100% realistic) style and so I think they could be good enough.

I tried to remove the "small" details on all crafts as they did not really give that much of improvement. In the hope to get a cleaner look. Hope you like it...  ;)






100
2D & 3D / Re: Nanovoid
« on: December 28, 2008, 06:58:30 pm »
Update time!
 

@TrevioriuS: The surfaces of the crafts looked a bit like the spaceship versions of matchbox cars (although they are no cars). Is it that what you had in mind? Modding materials in povray is still a cryptic book for me, but I somehow managed to tweak the metal texture a bit to a different look which is not so shiny. So what about that?
 
@vierbit: It's a sad story to remove all these details that made it in the models over all the time. But yes, they just looks like distortions. Seems like I have to revamp the models again.  :-\
 
@Dr.D : Ha! I asked myself everytime why Janeway's Voyager starship from Star Trek looks like polished after years in hostile space. But that's another story.

 
The Reptiloid Fleet: a) heavy fighter, b) light fighter, c) transporter with fuel capsule, d) tripod fighter (3 joined heavy fighers)

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