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Messages - straypixels
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11
Pixel Art / Re: [WIP] Ice Block
« on: November 07, 2008, 08:16:52 pm »
@HMC:
The shine effect is really more of a gameplay mechanic, indicating that this block is interactable. The rest of the stage will be a static tileset, so i was hoping that it would stand out. Any idea of how I could keep the cracked look and still make it stand out from the rest of the stage? I don't want to do a different palette, because I don't want it to feel out of place in the stage.

@Dusty:
You mean like this?

12
Pixel Art / [WIP] Ice Block
« on: November 07, 2008, 05:59:28 pm »
Hey guys!

I'm at it again. I'm back to work on the platformer that I'm trying to finish for YoYoGames' Competition 04. I'm trying to craft a nice little iceblock that one of the characters can smash with his hammer. For some reason, this just doesn't fee right to me. It's based on a 15 bit palette, Ad I'd like to keep it that way. Could you guys give me some C&C on what I'm doing wrong, and what I'm doing right?




Edit:
Most Recent Version:



Thanks!

13
General Discussion / Re: SNES Sprite Restrictions?
« on: November 05, 2008, 01:24:09 pm »
Thanks Akira, that's what I was thinking.

It's been about three years since I was on pixelation last :) I'm glad to see that you guys are still just as awesome and helpful :)

14
I'm gonna take a stab at 21 if skamocore doesn't beat me to it :D

15
General Discussion / Re: SNES Sprite Restrictions?
« on: November 04, 2008, 02:13:17 pm »
Okay, I'm starting to get a better handle on it now.

Minor point of confusion, though... according to wikipedia, this:


is a 15-bit palette. It looks almost right, but then if you check the RGB values of some of the colors, they're not multiples of 8. Why is that? Is the palette just off, or am I not understanding something?

16
Pixel Art / Re: Non-pillowing Practice
« on: November 04, 2008, 01:50:57 pm »
Take a round ball and expose it to two lights (one a full light, the other a fill light, like you've done here). Tocky's is much more accurate I think you'll find.

17
General Discussion / Re: SNES Sprite Restrictions?
« on: November 04, 2008, 03:28:43 am »
Akira! You rock :) That's exactly what I was trying to figure out.

Next question... what's a scanline? I mean, I know what it does in a TV, but does it basically equal a 1px line?

18
General Discussion / Re: SNES Sprite Restrictions?
« on: November 03, 2008, 09:01:42 pm »
Okay, so the most pertinent restrictions to pixel art according to this http://en.wikibooks.org/wiki/Super_NES_Programming/SNES_Specs are:

  • Maximum colors per layer per scanline: 256.
  • Maximum colors on-screen: 32,768 (using color arithmetic for transparency effects).
  • Resolution: between 256x224 and 512x448.
  • Maximum onscreen objects (sprites): 128 (32 per line, up to 34 8x8 tiles per line).
  • Maximum number of sprite pixels on one scanline: 256.

So, allow me to make sure I understand this... You don't have to worry about this as much when you're working on a modern PC lol

assuming 256x224 resolution, you've got 224 scan lines, but I think that's about all I get here lol. Once we  get to onscreen objects and sprite pixels on a scan line, I'm confused.

Also, who do you determine what an acceptable color is? Ptoing, you and that wiki agree that you can use 32,768 colors on screen at a time... is that ANY combination of colors, or a specific combination?

Am I over complicating it? ^_^

19
General Discussion / Re: SNES Sprite Restrictions?
« on: November 03, 2008, 08:04:41 pm »
Forgive my lack of knowledge here, ptoing, but what defines a channel? I'm assuming a bit would be a single color? So essentially, 15 colors... 5 bit per scan line?

20
General Discussion / SNES Sprite Restrictions?
« on: November 03, 2008, 03:03:45 pm »
I may be dense, but I can't find this information anywhere. Here or on google. I found a plethra of "OMG! CHANGE THE PALETTE IN YOUR SNES ROMS! OMG!" stuff, but no where that really outlined the restrictions. I want to really push myself to get better at this, so I want to work with some restrictions. I'm working on some sprites done with NES restrictions, but I'd like to upgrade :)

Does anyone know what the SNES palette restrictions are? Is it just like NES, but doubled, or what?

Thanks!

stray...  .

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