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Messages - wah_wah_69
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11
General Discussion / Re: Best graphics in a NES game
« on: June 27, 2008, 11:33:47 pm »
OFMG, when I read that capcom was producing megaman 9 I thought it would be some kind of 3d crap.

Hats off capcom!

I wonder what the difference in cost of production will be, and I wonder if it'll create a new trend of "retro-makes", if it's economically viable it will.

Yes the Megaman 7 is a pc doujin game, as the install does not run in wine I haven't been able to test it yet.

Going back to the topic:

There's an issue here with "best graphics ever game" NES games due to the limited hardware of the console used several helper chips (called mappers) they would offer extra memory,memory operations, sound chanels whatever.

Early NES games like Super Mario Bros did not use any mapper at all, others like Castlevania 3 (japanese version only) or Llagrange point, added an extra sound chip.

The point it's not fair to compare then all in the same category as they do not use all the same hardware.

12
Pixel Art / Re: Zombie Butler
« on: June 27, 2008, 08:40:25 pm »
Thanks you both for the advice.


13
General Discussion / Re: Best graphics in a NES game
« on: June 27, 2008, 03:52:22 pm »
http://www7.atwiki.jp/wakuwakusuru/pages/13.html

The link "ver.0802a アーカイブ"

Downloading right now.

14
Pixel Art / Zombie Butler
« on: June 26, 2008, 10:03:43 am »
This is a pixel recreation of the zombie butler that used to work for me when I was 5 years old, he used to take me to the graveyard to digg second hand brains for my experiments, I miss him so much...

It started like this:


Evolved like this:

Continued like this:

And finished like this:

15
Pixel Art / Re: Skeletroids dump
« on: June 21, 2008, 09:33:22 pm »
Yes, bars are much more intuitive than numbers, avoid numbers as much as you can.

I've been toying around with the hud:

I started with this sword:



Looks so so,because its too thin.

So I came up with this "capsule" thing.



The power up thingy should be bigger it's difficult to read, but I was just toying around...



You should have decided wich kind of power-up, weapons,etc is your game going to use before doing the HUD, since you said it was going to be rpg like points and lives do not make much sense, experience points should go in the status screen which usually is displayed in a separate menu.

16
Pixel Art / Re: Skeletroids dump
« on: June 21, 2008, 05:41:28 pm »
It's coming along quite nicely, but there's a thing I really don't like: the hud is huge it waste a lot of space with information which can be displayed in a more subtle and effective way.

Suppose you want enemies to start falling from above, the hud covers most of the upper side of the screen and the player has less space to figure out where to scape, or a huge boss who appears and disappears constantly,as you already know space is a valuable resource when it comes to playability as well as graphic/artistic expression.

The idea is to show only the most valuable information to the player in an intuitive way while keeping clutter at a minimun.

You should take in account that the HUD will be visible in pretty much every part of the game, choose the palette of the hud carefully so it blends nicely with any background

I made a little edit,the font sucks and  it does not addresses intuitiveness as I don't know which icons will be used for energy and ammnunition but to the player's eye is less distracting and easier to the eye.

17
General Discussion / Re: Pixelation has been DUGG!
« on: June 20, 2008, 10:53:14 am »
Yeh and to make pixelling more painful you could also do it like this:

Code: [Select]

[colours]
0:#000000
1:#FFFFFF
2:#808080

[image]
2,2,2,2,2,2,2,2,2,2;
2,0,1,0,1,0,1,0,1,2;
2,1,0,1,0,1,0,1,0,2;
2,0,1,0,1,0,1,0,1,2;
2,1,0,1,0,1,0,1,0,2;
2,0,1,0,1,0,1,0,1,2;
2,1,0,1,0,1,0,1,0,2;
2,0,1,0,1,0,1,0,1,2;
2,2,2,2,2,2,2,2,2,2;


And then write a program that interprets it into a picture. FUN!

http://netpbm.sourceforge.net/doc/pgm.html

Done!

ps: I know this thread is years old.

18
Pixel Art / Re: Nuclear Ocean sprites
« on: June 19, 2008, 09:59:33 pm »
Squids do not have bones but they do have a cartilage, in fact the sharks skeleton is entirely made of cartilage.

http://seawifs.gsfc.nasa.gov/OCEAN_PLANET/HTML/squid_support.html

http://z.about.com/d/greekfood/1/0/1/8/thrapsala06_499.jpg

For the dead turtle youd could leave just the shell, or the shell and bones like now but crack the shell so it reflects it's wounds before death.

19
Pixel Art / Re: Cheetah Men - Apollo
« on: June 19, 2008, 07:33:53 pm »
I think you're missing one key feature of the cheetahmen: the spots.

20
Pixel Art / Re: Old TMNT RPG work with new updates (and other stuff)
« on: June 19, 2008, 06:53:15 pm »
This is looking really nice!

I offer my help programming this in case you need someone.

You thought about balancing the power of each character, raphael has one point extra in his power up and one less in his normal attack.

Do you have in mind the structure of the game? I mean,length of the game,levels , bosses, etc...

If only I were 9 years old again and have all the time in the world to play this...

ps: Love your avatar.

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