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Messages - gamingjustin
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11
General Discussion / How does one go about pixeling something like THIS?
« on: September 18, 2008, 03:39:12 pm »


I stumbled upon a site called gfxzone.org which, from my understanding, serves as a database for art developed on Amiga computers. My question is how can one go about making something of similar quality? The color restrictions (256) and techniques used (lots of dithering) and resolution (640 x 512) dictate pixel art-- I guess this could technically be made in MS Paint. However, the scale, the blending of colors and the sheer amount of TIME this would take in a regular pixel program dictate otherwise, like a 256-color photoshop with dithering instead of smooth high-resolution blending.

Regardless, it's still impressive. I'm wondering how something like this was made, and how it could be made with modern software that could be found on a PC or Mac.

Thanks.

12
Pixel Art / Re: Plotting Revenge
« on: September 17, 2008, 04:16:56 pm »
It's just personal preference, I think. My eyes want to move the chin in, is all. So, it's just a suggestion and I at least had fun defiling your art, Helm! :crazy:


13
Pixel Art / Re: Plotting Revenge
« on: September 14, 2008, 11:24:59 pm »
Lookin' good, but I notice his jaw is jutting forward by a bit. You put a lot of work into his face so it's probably the way your guy is shaped, but to me it looks like he has sort of a quarter moon-shaped head (the top half of his head looks tilted down, but his jaw area could easily fit on a head that is just slouched not titled). So perhaps move the chin in just a little bit.  ???

14
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: September 02, 2008, 06:37:39 pm »
Wow, seeing all this great work might actually inspire me to try again... Lots of variety and styles, too. Also, reading up and paying more attention to restrictions really makes me appreciate the NES more.

I think it's been linked in these forums before, but there is a fanmade mock-NES version of Rockman 7. From some initial impressions I don't think it quite adheres to the NES restrictions but it definitely retains the NES feel. Also, you are free to browse all the graphics of the game, as they are (if I remember correctly) just regular image file formats. So it could be a source of extra inspiration: http://www7.atwiki.jp/wakuwakusuru/pages/13.html just hit the ver.final2 link.

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To dragonboy (and in general): [NOTE: These are my thoughts on a solo project.] You sound quite enthused about developing a game, which is great! But, try not to drown before you get in the water, you know? :blind: I think it is most important to design something you would enjoy playing. Design a game like you're the only one who matters. Design what you think others will like and it can become very difficult to focus; the more personally attached to your game the better. Design a game disregarding technical limitations of any kind. Is it really worth sacrificing a great idea just to squeeze it onto your favorite system (like Megadrive/SNES)? Even abstract ideas that are potentially great (but don't exist to play) far outweigh a technical example or demo of physics (or something of the like).

The most famous example is Cave Story; made by one person over the course of five years, mostly during late hours as a hobby (he already had a job and family, after all). Having read a few interviews he described no direction and no planning involved. When asked how he composed the music he responded something like "I'd put down a few notes. If they sounded good I kept them, if I disliked them I got rid of them. I repeated this process." I appreciate that kind of work-flow and philosophy, despite not always having the luxury of working at a "relaxed" pace. I get the sense that Cave Story was created at a snails pace; logically, thoughtfully, lots of retreads and reworkings. When (not if) you get a chance to play it you will soon realize (if you haven't already) this game is almost perfect. Really. Nothing feels tacked on, it doesn't feel pushy, it doesn't hold your hand or guide you along. It's polished and wholesomely enjoyable. http://www.miraigamer.net/cavestory/ And YES it is for Mac as well, and YES it has been translated into English. So for all who enjoy good games, good design, and good inspiration-- download this sucker now.

16
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 19, 2008, 11:35:58 pm »
That's nuts. I was going to do Warp Man myself until I saw Ryona's Warp Woman!... Sorta had an idea he'd pick Megaman up, teleport to drop you above some spikes, and you'd have to navigate the right way in time-- something along those lines. Ya beat me to it! Anyway, I ended up creating TEMPO MAN. I guess the series never felt the need for a music-themed boss what with all the music references already (Rock, Roll, Blues, Bass, Treble) and the great music, period.

This is all I have done for now, but I plan to make a Megaman-sized sprite as well as some level tiles. He's just got some shades, spiky hair and some big headphones. Yeah, nothin' too exciting yet.


And yeah, I agree Warp Woman needs to fill up a bit more of that frame. It's great the way it is now, but I've seen your other excellent sprites and I'm quite sure it could be even better. (I think mine's too big actually...)

17
Pixel Art / Re: stretching, pulling skin: any pointers?
« on: August 06, 2008, 09:09:54 pm »
All righty! Thanks for the blazing-fast responses. I'll get cracking on all that-- shift nose, bend knuckles, touch up skin folds, lower ears slightly, check out some necks and... yeah, thanks.  ;D



Is this neck okay? Thanks again for the tips, I think it's improving.

18
Pixel Art / A Helping Hand (black n white) [WIP]
« on: August 06, 2008, 08:47:51 pm »


As you can see, I'm having a bit of trouble making it look like the hand is pulling the skin back. Right now, it seems like the skin decided to rip itself open and a hand is just sort of just floating in front of it. Can anyone give me tips on how to make it look like the hand is interacting with the head?

Any tips and/or comments would be greatly appreciated. Thanks, all.



Okay! Here's how far I've gotten. I'm no pro when it comes to dithering so I just stuck with the black-dot-every-other-pixel technique... I finally realized that the eyes are totally whacked out. The bottom half of his head is turned more than the top half of his head. Pretty cool stuff!! :( So, I guess this piece has become more abstract than I anticipated, yippee. Thanks again for the input, all. If you have any extra critiques please feel free to share.

19
Pixel Art / My first BIG pixel project... Lend a hand? (WIP)
« on: July 01, 2008, 11:52:20 pm »
Of all the pixel art I have ever done (which isn't much) the largest I've ever worked was maybe 64 x 64. I decided to be ambitious and kick it up a notch. I plan to draw three of these ancient, stoic-faced individuals (from different angles). Each head will be worked in a 200 x 200 pixel field. By the end I hope to have them all interacting with each other somehow. As far as a background goes, I have not yet decided.

Here's my main concern: Color choice. I think what I'm looking for is a selection of dull, earthy tones... but I don't want to just choose one color and ramp it from light to dark. All right, onto the pictures!  ;D




EDIT: Just showin' my drawing process up above.



THANKS for the tips! A big help. I think I conjured up a pretty decent 12-color palette which I'll implement rather soon. I'll keep y'all posted.

20
Pixel Art / Re: TMNT (Ninja Turtles) RPG [WIP]
« on: June 26, 2008, 02:34:33 am »
Cool stuff Ryona. Despite them being small you draw very eye pleasing graphics and you retain your style; looking between your avatar and sprites I can easily tell the same person did them.  I guess my only so-called critique would be similar to others': kick up that saturation. Although the turtles are so well-defined I'd still like to see 'em a little brighter-- that's just me, though.

Also, I'll take a PM for a link to those comics you mentioned if that's okay. Although, couldn't you post a link here with a big ole NSFW preceding it?

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