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Messages - Endpiece
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11
Pixel Art / Re: [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: September 29, 2009, 04:28:49 pm »


While I make no promises, I would like to think this whole mockup thing will turn out very special indeed.

12
Pixel Art / Re: RPG Map
« on: September 28, 2009, 07:51:38 pm »
Although I'm not a very good person to take critique from (still learning the ropes myself), I do have to say it's a much better idea to compress your images into .gif or .png format than .jpeg. JPEG compressions really degrades the quality of your picture.

13
Pixel Art / Re: [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: September 28, 2009, 03:50:58 pm »
Make it shoot bullets.

YES

Also update



From left to right: Conata, Conrad, Colette, Medieval Zuko, Hazel, Wolfbatman, Ghost Strider, Ghost Rider (created as base for GStrider).

All the reference pictures were drawn by Pseudonym. In some cases (Strider, Wolfbat) I changed the look of the sprites, mostly to look less like a ripoff of one franchise (Ghost Rider and Batman respectively)... and I'm not all that convinced they came out well. Wolfbat was meant to look more like a cross between a Water Tribe warrior (shoulderplate, wolfhead, loincloth, etc) and the Batman, and instead he looks like... I dunno, some parallel universe Medieval guard?

I still love the Rider sprite despite its flaws.

C+C away, guys! I need it!

Edit: yeah, that old Wolfbatman sucked. So I redrew him again.

Double Edit: Ghost St/Rider uses two sprites - the flaming skull, and the main body and half of the scarf. I are a savvy spriter!

14
Pixel Art / Re: [WIP]the robot with sunglasses mockup
« on: September 26, 2009, 02:25:48 am »
For the record, it's even possible to have tiles look like they have more colors by overlapping sprites but that's not practical because of the 8 sprite per scanline limit, and the 64 sprite limit. Also of note is that you can write different colors to the first entry of of the palettes which use the universal color from the first palette, but it doesn't affect how anything is displayed. The PPU doesn't even read them.

Question from the dimwit - what are scanlines and what purpose do they serve regarding palette/sprite limits?

15
Pixel Art / Re: [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: September 26, 2009, 01:06:55 am »
This art, it is going places! ...like the Recycle Bin!



Thanks again to Pawige for the edit! No worries, that hairdo won't be in the final mockup.

Or will it?  :D



Further optimisation and (some helpful hints from Blumunkee) now leaves me with two background palettes! Granted the area around the trees still needs some sorting out, and I may end up sacrificing another palette to do so. That floor needs some serious decorating as well. We'll see how that goes.

16
Pixel Art / Re: [WIP] Hero Sprites - CC Wanted
« on: September 25, 2009, 09:13:28 pm »
I see what you mean. It only pushes him back for a moment, instead of the duration of the beam. It makes it seem like it only has a week, initial push. I think I'll turn the beam into a two-frame burst, and work on making a more dramatic animation for the laser. Thanks.




Melee time! When not spewing forth unholy energies, Little Biggs spends his time pretending he's a MMA champion. I'll be working on strings of attack combos that he'll be able to pull off with the right amount of button mashing. This is the opening attack. Little Biggs doesn't play games or use any little "jabs", he goes all-out. I feel unhappy about the motion blur in this one, but I can't pinpoint the problem.

If I remember my lessons in animation correctly, you need to work on your anticipation and reaction. Feel free to correct me if I'm wrong on this.

1) Antic - pre-action. Put a little more emphasis on the wind-up of the punch, like he's really putting power into it.

2) Action. Pretty good, but it seems a bit stiff and slow. He's lunging forward, which is good - he has to really throw his body forward with the punch. Think of it as a \ turning into a /, or an imaginary curve of action. Maybe cut the number of frames used, but put more emphasis in the transition as well.

3) React - post-action. Start a A, draw back (windup), shoot past B (punch), and snap back to B (pull/stagger back to idle stance).

You can also find research drawings and videos online of punching in action, if necessary.

Edit: consider me corrected! Thanks, Jad!

17
Pixel Art / Re: [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: September 25, 2009, 03:53:49 pm »
Will continue work on the draft. For now, update on the splash menu! Added scrolling clouds, buttons, blinking.

Preview of the final draft!

Edit: also the background graphics if that's your sort of thing.

18
Pixel Art / Re: [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: September 24, 2009, 10:07:12 pm »
For the backgrounds, I'd say use the blue as a global background color and make clever use of the other 3 colors.

I'll test that out now, and see what I can get from it. Maybe a nice mix of blue and green to better fit the clocktower.

Quote
These are looking quite good. Love the characters. The design of the yellow thing with boobs slightly confuses me thou.

Colette's reference design was actually an amalgamation of several different designs - we had this project about the ideal comic-book/cartoon girl, and everyone threw in random suggestions, like the front/back bangs, large tits, giant robot hands, hotpants, etc. I think some of the artists did a good job with it, but I'm finding it difficult to make a standout design for Colette that doesn't look like a complete mess. If you've any suggestions, I'm all ears!

Edit: thanks, Pawige!

19
Pixel Art / Re: [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: September 24, 2009, 03:44:37 pm »
Found said specs in the Blue Sphere thread of all places. Why didn't I remember that? Anyway:

- Use GBC's Limitations
   - 8x8 Tiles
   (done and done)
   - 8 four color palettes for the BG
   (Ah, this is the one I think I'm going to have trouble with. I'll start combing through the picture for excess colours.)
   - 8 four color palettes for the sprites (one of the four being transparent)
   (in other words everyone has a max of three colors, so that's fine - except for the mook, who I still have to work on)
   - RGB555 for the colors (optional for those who can't set the colors that way)
   (trying to sort this out in GraphicsGale though its a tad bitchy on the issue)
   - 160x144pxls
   (done)
- Be clever with your tile usage!
- Animation is optional

EDIT:





Not sure what to do about the score/health counters, but other than that the BG uses 5 palettes(!) with overlapping colours. I can probably optimise it further, but would it be worth the effort?

20
Commercial Critique / Re: The CC suggestion thread.
« on: September 23, 2009, 05:48:08 pm »
Could we have a Commercial Critique on Shantae for the GBC? I'd be interesting in hearing other peoples' thoughts on it, especially since it was released near the end of the handheld's lifespan.

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