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Messages - Endpiece
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21
Pixel Art / Re: [C+C] [WIP] Menu Navigation Design
« on: September 23, 2009, 05:03:50 am »
23/09/09:



This probably won't be permanent - the background needs a greater sense of spatial depth (the character outlines clash with the background even now) and it's mirrored at the moment. I had also intended a bleaker graveyard theme in this mockup, but as I started studying previous Game Boy and Neo Geo Pocket screenshots, the palette got a tad out of hand. The giant mook isn't finished either - still has an excess palette, and dodgy lower body. We'll see how things go later on.

Question: Pixelation has a forum feature where clicking on a picture balloons the resolution of the image, as in a zoom-in. In Firefox the image is filtered - is this supposed to happen?

The characters are just standing around at the moment, yes. I'd anticipated a cutscene before the actual fight starts to get underway. Once I've got the designs sorted out properly, I can get into drawing attack/hurt sprites.

Edit:



Colour adjustment. Attempting to stick to the 'max 4 colours per background tile' rule. Unless I've goofed up somehow and that's NOT how the GBC worked? I'll look it up again in the morning.

22
Pixel Art / Re: [C+C] [WIP] Menu Navigation Design
« on: September 21, 2009, 02:09:52 am »
I'm in the midst of creating a videogame screenshot mockup for general pixelart practice. The general scheme I'm going for is the Game Boy Color's palette, as seen in the "Mock the Ocean's Sphere" thread.

The idea is a RPG battle set in a graveyard - four (!) characters on the hero's team, and a giant mook and braggart/archrival on the 'bad' side. Each is color-coded (red/blue/yellow/black/green) save for the giant mook, whom I'm still working on. Some draft designs:



Generic tree.



Initial graveyard locale. Nice top-down view, but considering switiching out for a more side-on approach. Beta designs of characters (brown/yellow-coloured character currently being 'worked on' as we speak - it really looks unreadable there).



Progress shot of three characters. I'll post more as they're finished.

The big question I have is: how do you get the absolute most out of the absolute least? That is, how would you be able to create great sprites like the ones from the GBC Blue Ocean or SNES Final Fantasy games with such a small size and smaller palette? It's really quite frustrating, especially if your first thoughts on such a project were as ignorant as mine ("Oh, fewer pixels, quicker job!").

22/09/09 Edit:


23
I'm having a go at this challenge, but I've hit a point of indecision. Typical.



(1) shows where the foliage and gravestones will be place, (2) shows the cut-off point for player movement, and (3) shows the general area of movement. Question - what sort of textures should I be going for concerning (3)? More grass, soil/dirt, a brick footpath, or something else?

Edit: I should add that the only things considered 'complete' in this picture are the gravestones and foliage. Everything else is expendable!

24
Pixel Art / Re: Menu Navigation Design
« on: July 24, 2009, 12:57:46 pm »
Compositionally, my initial feeling is that the guy should be on the left, pointing right. Same deal with the orientation of the arrows (first, and consequently last, arrows should point right). Love the art itself, though, and the GB palette made me smile.

Ah, right! I didn't realise it at first but from a Western standpoint left-pointing-to-right makes more sense. Cheers!

Hmm the right arm (on the picture the most on the left) looks a little odd.
Maybe you could fix this up?

I think the guy's sleeve is what's bugging me the most - gravity's meant to be pulling it down, but it has a very unnatural shape in the image at the moment. At least I think that's what you meant - the arm length's already been explained in the first post.

I'm going to have another go at editing the picture. I will flip it horizontally eventually, but the way things are set up on the document (layers, layers everywhere  :-[) I don't want to flip it until I have a background in place. Any ideas?

EDIT:



Changed the hand a bit - I wanted it to be more detailed, but not to contrast too much with the character model.

25
Pixel Art / [C+C] [WIP] Menu Design/Beat-Em-Up Mockup
« on: July 23, 2009, 09:07:20 pm »
I'm currently working on a website that acts as a webcomic host and online portfolio. At the moment I'm working on the flash splash of the site - a functional front-end that allows newcomers and regular visiters to find the pages they want to visit. Since my site deals with comics and arts, I needed two buttons for each category (latest and archive) alongside a blogroll link and 'about' page.

The first idea involved using parodies of videogame boxes as navigation buttons, the results of which are displayed below. They're alright but not my cup of tea. If anyone else wants to use them, go ahead.



The second, current idea uses a more streamlined colour scheme to go with the website (mimicking the Nintendo Game Boy's 4-colour palette). Obviously the picture will be zoomed in to at least 200, maybe 300% for the final menu. Below is a WIP .gif preview.



Highlighting a sign in the final menu will change the animation of the guy's arm to pinpoint your choice, whilst highlighting the guy himself will bring up the 'about/faq/email' page.

Question for you veterans and newcomers - what changes can I make to this menu, aside from the obvious need for a background? Are there any other stylistic or compositional mistakes I need to fix?

26
Pixel Art / Re: [WIP] ► Forum logotype
« on: March 16, 2009, 01:27:15 pm »
Personally I find the colours in the text are too close together. Quick edit to demonstrate contrast in colour for easier readability.



If you're not keen on changing the colours themselves (say because you're keeping to a certain palette), you might want to consider outlining the letters.

27
Ok , heres my second last wip. After this ill take some more comments and make my final piece. so hopefully i updated it with the criticts.



Need last minute critics so hurry up guys.

I'm thinking the water should be dithered instead of that spiky shading you've got going on. You can still use the 4 or 5 colours you have to do it (although since its last minute, you might be pressed for time).

28
Pixel Art / [WIP] [C+C] Motorhome pixelart
« on: January 17, 2009, 07:35:20 pm »
I'm currently developing a Flash-based minigame for a motorhome hire website, http://www.bluehorizonmotorhomehire.co.uk - the requirements for the game are to be simple to play, minimal controls (preferably the use of the arrow keys and possibly an alphanumerical key) and to advertise the website's produce.

At the moment I've drawn up a motorhome sprite based on the Firebrand vehicle advertised on the website - http://img81.imageshack.us/img81/2193/motorhomeso0.jpg

And this is the sprite as is, using Arne's 16 colour palette.



I feel the sprite is still incomplete, but I'm unsure as to going about rerendering the sprite. Would it require anti-aliasing, and if so where (and can I keep the dark outline at the same time)? Should the dithering be removed? Should I use a different palette altogether?

Any advice and constructive critique would be appreciated.

EDIT: frame size is 448 x 288 pixels. Comparison picture: http://img515.imageshack.us/img515/2964/motortestbgf4.gif

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