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Messages - Dr. Kylstien
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Pixel Art / Re: Atari 2600 RPG mockup
« on: March 13, 2012, 06:07:22 am »

Camp screen.  Heart = HP, S = Strength, I = Intelligence, D = Dexterity.  Made the stat scale so that only one digit would need to be kept track of for each stat.
The six sprite kernel spends the start of each scanline preloading the sprite pixels, and the rest of the scanline outputting them in realtime, which normally takes up all of the useful cycles in the scanline. So the differing colors between the characters and digits, and the updates on the playfield here, are improbable. (The realtime sprite drawing means you can't get any cycles from doubling the lines on the sprites either.) If you look at existing games that use this kernel, it's usually given it's own empty row as a score, or in more recent games a single color per line title graphic.

That said this looks really good. You might try rearranging things or using flickering to fix it for the hardware.

Pixel Art / Re: employee of the month
« on: March 10, 2009, 09:08:49 pm »
My thought on the mustache is that it should be larger and more exaggerated in order to be more readable. Also, the perfectly rectangular sign and back wall disrupt believability.

Pixel Art / Re: Character Class [WIP/sorta]
« on: March 01, 2009, 02:31:39 am »
I'm still a novice when it comes to anatomy, but it seems to me that both his arms and legs should be about a head longer. The human body is usually 6.5 to 7 heads tall.

iirc, Ancient Greek art favored 8 heads.

Pixel Art / Re: Lennus Portriat/poster (Alien Creature.)
« on: January 23, 2009, 10:34:51 pm »
Even knowing what it's supposed to be, I cannot stop seeing the perfect circle of the arm cannon as two-dimensional. It would have to be on the same level with my eyes to look that way, placing it at the center of the image. (Even then, it would most likely miss the dead-center of my field of view.)

Pixel Art Feature Chest / Re: Savage World (artistic nudity)
« on: January 16, 2009, 03:29:09 am »
I think the first HUD could have worked if there was no vertical scrolling and the ground never went much lower. The second one simply can't work with the left side being so tall. As awesome as they are, smaller is definitely better, particularly in a platformer. Maybe they could find a new home in a 90's-style FPS?

Pixel Art / Re: Dual Splitfire game dump 3
« on: January 13, 2009, 02:21:45 am »
Hope this doesn't sound like a cop-out. But since the guys wearing armor, his "hood" is supposed to be part of it as well. I might change it though. (Ah well, I tried. I'll see what I can do about that banding. If I spot it.)
That's not quite what I meant, sorry for the poor choice of words. What I meant to say is that it looks flat. (I was thinking sharp as in knife.)

Pixel Art / Re: Dual Splitfire game dump 3
« on: January 12, 2009, 03:27:10 am »
Yes, the middle one is the one I was suggesting. I should have made it more clear that the one on the right isn't meant to be taken seriously. :lol: But no, copying my colors isn't going to help you much. In pixel art, it's important that every color count, which is why all your closely-spaced shades were wrong. Try making up your own colors without looking at my numbers, keeping in mind that you generally need at most 3 shades for any one color, and that darker shades are less saturated. Hue-shifting can be a deep subject, but for now just know that you can shift the hue up and down a bit from the base color for more contrast. Generally yellower highlights to bluer/purpler shadows looks good, since it mimics natural lighting.

Edit: Also, I suggest you look closer at the hood shading, you still have banding there and it makes the edge look sharp and geometric rather than natural.

Pixel Art / Re: Dual Splitfire game dump 2
« on: January 11, 2009, 04:24:25 am »

Left: I reduced and tweaked the colors. You had way too many blues, and I got rid of the darkest red too. In addition to the saturation changes the others suggested I added hue shifting: the brighter colors are greener and the darker ones purpler, which both improved contrast and allowed that darkest red to be removed.

Middle:  I moved the left (his right) arm in even more and moved the right arm out a little bit in an attempt to balance the two. I adjusted the right leg to look a bit more natural. I also tried to break up some banding, (shading closely following the outline) while adjusting the shading to fix what was lost in the color reduction.

Right: I had a little fun with the design, making it more colorful.

Pixel Art / Sonic and friends
« on: January 08, 2009, 04:09:41 am »

This was originally just a test to see if I could make all four characters use the same Genesis/Megadrive palette*. I believe I succeeded at that, but I think I could make the sprites better. Now I would like to make larger sprites, but with just Sonic and Amy (less work, and more colors to go around), but first I would like to learn what I can from these.

*15 colors from 9 bit RGB, plus transparency.

« on: December 31, 2008, 04:47:20 pm »
I think the reason it feels better to have the enemy on the right is that one could more easily reach him with one's weapon hand, were he real.

Edit: There's also the unpleasant sensation of reaching across oneself to click buttons, which is why most GUI's put buttons and scrollbars on the right side of windows.

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