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Messages - L___E___T
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1
2D & 3D / Re: Sprite interpretations
« on: September 19, 2010, 01:11:27 pm »

Hey Arne, I have a metroid book on the way with exactly this - old 80s sprite interpretations :D

If you want, when it arrives I am willing to scan it for you, I thought it might be interesting for you to see (though yours are better)


2
Pixel Art / Re: SMB 1 sprites
« on: September 17, 2010, 12:05:25 pm »
Arne, just to add on something - the Tanuki suit is not a statue power.  What it is a mythical raccoon-dog native to Japan.  To the Japanese these were seen to have powers of transformation and magic, including disguise.  The suit is a magical raccoon-dog and has the added power of transforming into a statue.

If you took the statue thing too literally, it would be a digression and lose the character of the suit.  A better idea would be to elaborate on the transformations I'd say.  
Watch Pom-Poko and you'll see what I mean, just look on youtube or read below:
http://en.wikipedia.org/wiki/Pom_Poko

To add something more on-topic (to pixels), I can't help thinking that the smaller brick blocks and corners need a change of highlight.  The current highlighted layer looks too seperated imo, plus I really think the little bricks could benefit from a pixel or two of highlight on each.

What do you think?  Oh, just another note - the Eskimo suit someone referred to is a Hammer Bros. suit, it's just only found on the ice level is all.  It would be great to see your ideas/approaches on new suits - or using older suits from other SMB games, like the cape or bunny ears etc.  You've got the vehicles so that could be really nice I reckon :)

3
Pixel Art / Re: SMB 1 sprites
« on: September 16, 2010, 06:19:05 pm »
Wow, Helm's genius is always spot on.  I'm not being sarcastic, no.  I took another look at the black outlines and changed my tune completely, I also think the fully lined Goomba looks better.

Question on the teal blocks though - how will they tile in the underground stages?  Or are they gone?


Lastly, I saw your notes on the gameplay changes - I think these are massively significant, it would be great to see the start of some of these and how they fit in with/affect the world as a whole.  Especially interested to see dust effects, vehicle smoke, flying animations et al.  Everything as a whole so far reminds me of the 'bob n float' style of the new SMB games on DS and Wii to some extent.

# Goomba's shoe - Walk on spikes. A vehicle? The SML vehicles were cute and fun too.
# Stone statue - I dunno, this one wasn't very fun to use. Maybe it could be used to sink to the bottom of a very salty (floaty) lake?
- The tanooki suit WAS the most fun!  It's invincible, so you can jump over a thwomp, turn it on and kill it by stomping as you fall!  This works for fireballs, ghosts and all sorts!

# Air jump (aka double jump). Wing-boots?
# Wall grab/slide
# Wall jump
- Smash Bros style?

Sorry if I'm digressing too much from the pixels and towards gameplay, but if you can agree that the pixels shout communicate all this anyway pretty much, then I  would hope that it remains relevant to discussion :)

4
Pixel Art / Re: SMB 1 sprites
« on: September 15, 2010, 06:32:07 pm »
Wow, this is a really nice idea and an awesome attempt.  Something about some of the black outlines seem to jar though.  It's like the black is too harsh but I don't see a way around it either.  The darker ramps were already used in SMB1 so that defeats the object and goes without saying (but I've mentioned anyway)...

I wonder if looking at some Gimmick! screens might be useful, as the Sunsoft artists used less black there and got a similar result.  

http://www.vgmuseum.com/pics5/gimmick.html

It's the best example of similarly stylistic pixel art on the NES/Famicom in my opinion, so I hope it's a relevant suggestion.  The clouds in particular are top-tier.




5
Commercial Critique / Re: CC Challenge - Hands On!
« on: April 07, 2010, 10:08:14 am »
Everyone's look so good, I wanted to try and make something near that quality but sticking to the same restrictions, I know it's not a competition or anything but it feels kinda like cheating otherwise and missing the point.

I have something, but I'm not a talented pixel artist and at the moment it lacks depth.  I thought that Shatterhand broke the 2x2 BG tiles palette rule but now I'm pretty sure it doesn't, so I've gone back in an effort to fix as it's a nice rule to adhere to.

The main thing I'm struggling with is not using too many tiles.  I have lots right now, but with help it can be slimmed down :D
I'll upload tonight when I get in, still excited about this!



6
2D & 3D / Re: 3D Famicom
« on: April 07, 2010, 08:43:47 am »
I can't believe I didn't even notice that...    Mic, volume slider and no start or select buttons :D 

I was going to suggest making the gold foil on the controllers more rounded, do you know what I mean?  But then, the whole thing has sharp edges and I think it would detract from the low spec aspect.

If you really wanted to make it stand out, you could always give it square buttons like the first editions ;)

http://www.retrogamingconsoles.com/wp-content/uploads/2009/10/famicom-controllers-original.png

7
2D & 3D / Re: 3D Famicom
« on: April 05, 2010, 08:34:37 pm »
Wow, can't believe I didn't see this before.
Maybe you could make the gold foil on the controllers look more metallic?  Maybe a gradient like you did for the top back?
Seriously, I love this!

8
Commercial Critique / Re: CC Challenge - Hands On!
« on: March 29, 2010, 05:29:40 pm »
I'd like to ask - are we sticking to the 2x2 block palette rule? 
I laid out my mockup last night then realised I hadn't adhered to it and all my favourite parts had to be changed as a result.
It's no bad thing necessarily, as it actually means I'll dither into black much more and it'll hopefully look more consistent with the theme.

I thought I'd ask in case we didn't have to stick to it - and early enough to save people having to change theirs down the line..

9
Commercial Critique / Re: CC Challenge - Hands On!
« on: March 23, 2010, 10:04:00 am »
I wasn't sure if you could overlay foreground tiles on background tiles with alpha like that - doesn't that effectively make them a sprite?
Looks ace though!

10
Commercial Critique / Re: CC Challenge - Hands On!
« on: March 22, 2010, 05:27:21 pm »
Sorry to nitpick, but the Japanese one definitely came out first.  Natsume made the game with the Solbrain license in Japan and it was then localised overseas by Natsume US for the NES.  Like I said, sorry, but Famicom games are my thing.  Though saying that, in a lot of ways Shatterhand is the cooler version.

Still, would it be a problem for me to use that?  It's only the main character really so I can make two versions either way.  Glad to know there's no time limit!  The last one took me ages..

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