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Messages - brigadon
Pages: [1] 2

1
Pixel Art / Re: Sir Galakid
« on: July 28, 2009, 01:04:50 am »
How about 'Kid Lancelot'?

It's not been used for any games, as far as I can tell.

2
Pixel Art / Re: Ripped? (Martian flora thingy) [WIP]
« on: July 27, 2009, 11:50:58 pm »
Maybe the radioactive aliens from space:1999 ?


3
Pixel Art / Re: AA help
« on: November 26, 2007, 01:27:15 am »
Think the unsaturated or hypersaturated would work better for a DS?

4
Pixel Art / Re: [WIP] Arcade Academy
« on: November 22, 2007, 11:17:54 pm »
I know this is not exactly a critique of the graphics themselves, but I think this is an absolutely lovely idea.
Have you considered changing the character's outfits for each mini-game? Not something from an actual game (unless you have the licenses) but something in specific recognizeable styles of video game heroes, with a matching professor giving the course?

Like...say...a sonic-style minigame, the protagonist dresses up as an animal of some kind. or a metroid-style mini, with a professor dressed in power armor with a gun-arm?

5
Pixel Art / Re: AA help
« on: November 22, 2007, 10:56:39 pm »
Nope

6
Pixel Art / Re: AA help
« on: November 21, 2007, 12:44:57 am »
More Details:

colors are an issue primarily because of load times and graphics memory. Since the game uses an interpreted language, it's going to be slow going for a lot of figures anyway, so special effects and so forth need to be kept, if possible, to low numbers, low colors, and a high amount of visual appeal and reusability for each rendered entity.

The good thing, however, is that the engine is capable of rendering up to 12 layers, so layering can add a lot of 'uniqueness' to the images used. outlines, multilayered backgrounds, spell 'auras', status effect graphics, emoticons, etc. will all be handled on their own, seperate layers.

The actual 'hard cap' on the colors is 16 bit, but in the interests of saving memory, we are trying to stay within 8 bit colors. that means that some of the figures are going to use signifigantly less than 16 colors if it can be achieved attractively.

7
Pixel Art / Re: AA help
« on: November 20, 2007, 11:58:32 pm »
Okay, details

Umm... It's Called Abaddon, a33% top-down game.

The figures are more-or-less straight-on, in the style of many of the older nintendo, playstation, and final fantasy games. i am using a custom version of Eclipse Evolution that Baron made for me since I am not a terribly good coder. I am also hoping(!) that my brother can actually lay hands on the PSP dev kit he's supposed to be getting as part of the business purchase agreement for his business' dissolution.

I have been working on the scripting for about a year, primarily in quests, storyline issues etc. I have a friend of mine that is doing some of the flash sequences, but she is a 'regular artist' and has neither the interest nor the time for pixel pushing. the majority of the outfits are already designed and I have done concept art of a large portion of the creatures.

It is 'technically' an MMO. but the eclipse engine is not terribly robust for multiplayer, so the realistic maximum number of players at one time is around 20 or so... if it gets any bigger than that, well...I don't know.

There is no seperate combat screen. all combats happen in real-time and the character sprites were expanded from 32x48 to 32x64 in hopes that that would increase the appeal of characters that you have to look at ALL the time. The problem is that instead of smooth transitions from tile to tile, eclipse moves 'choppy' (ie, hop from 32x32 tile with no transition between them) admittedly a problem, but i think Baron might be willing to address it if he thinks there's profit in it for him :)


We had a pixel artist, but he was moody. He started to do a standard 'japanese chibi' style, and then I found out that every single 'original artwork' that he sent me was actually a recolor of someone else's work. Well, to make a long story short, my job was pretty much done, I am a fair to middling artist, and I pick up technique quickly, and I have a bit of time. So I decided I would go ahead and run the graphicswork while the code is still getting patched into place.

But I know I have a long way to go before I  can turn out professional-quality graphics. so I threw together something of the style that we wish to use although it may not actually make it into the game, and asked for help in hopes that some of the things I didn't understand or cannot apply very well. I learn by doing, not by reading or listening or tutorials.

I think I am improving quickly, and my speed is fairly good once I understand the basics intuitively. So I do appreciate the critiques immensely.

Any other questions?

8
Pixel Art / Re: AA help
« on: November 19, 2007, 01:26:05 pm »
Okay, I have tried definitely to make the lightwork come from 10:45.
and I hope, Bengoshia, that you don't feel you have wasted a half an hour of your life on me.


Thanks for the advice, folks, I will put up more at a time, I don't have much option to work on this one anymore for the time being.
I will try to put them up as animations or multiple at a time. I really appreciate your help.

9
Pixel Art / Re: AA help
« on: November 19, 2007, 09:28:26 am »
QR

Is this any better?



I was trying for a bit bow and shortlegged. I wanted the person's topcoat boots and hat to be far more emphasized than their lower sections, the females tend to have longer legs and, I hope, a more attractive general form, but the enemies are supposed to look rather cute and kinda goofy.

color composition wise, the backgrounds look a lot like Secret of Mana 3. I am working to get more tiles made before I put up a composition, though.

10
Pixel Art / Re: AA help
« on: November 19, 2007, 06:39:04 am »
I appreciate the advice. I wasn't asking to get flamed.
The grey for the jacket looks quite washed out, and I plan to have 40+ different pirate 'outfits' available. This was actually intended to be for a brighter, more... low-fantasy, almost comic adventure. The bright golden buttons were actually part of the outfit that I used as my model.

I do like the idea of eliminating the dithering, don't get me wrong, and I appreciate the half hour it took you to compose your message. I don't, however, imagine it will be easy to change the entire focus of the figure, but I will certain take the advice in mind when I remake it.

actually the backgrounds are somewhat darker, for the most part. I just wanted to avoid actually having a white or yellow outline for the figure itself. Would grey be a good color to use as an outline?

And considering the 'bad' thing... this is the very first game figure I have ever tried to make myself, I understand that it looks amateur, but this and the spacecraft on the dodonpachi pages are the only sprited things I have made so far.

Prior to this, I have always modified other game graphics instead of making my own, but over the last two years of coding, storywriting, and recoloring I have learned that, in truth, there is no substitute for having your own graphics.

And no, I have no formal schooling, I am trying very hard to learn color theory but I am a bit late into the game (I am 36) and all of my artistic experience has been black and white sketches and cartoons.

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