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Messages - Vercingetorix
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11
General Discussion / Re: Working with colour and Colour blindness
« on: October 20, 2009, 09:46:47 pm »
Yeah, but i was kinda wondering if there was some way i could have a rough idea of a colour based of values or something, i've seen some tutorials on web design where the fella just types in a number and he seems to already know what colour it will be without even looking. I imagine web colours might be a bit different to colour picking for art or pixels but well, i've had trouble where i've made a characters skin colour green instead of a light brown in the past. I suppose if i practice more i'll probably get better at differentiating certain colours though.

12
General Discussion / Working with colour and Colour blindness
« on: October 20, 2009, 02:00:47 pm »
I believe they call it Colour deficiency now a days and i was just wondering are there any artist on this forum who have some type of colour blindness? If so how do you work with colour? i've known i was colour blind since i was young and i've sort of shied away from colour use in my art as a result - because i don't like colouring up something only to be told that what I intended to be one colour is in fact another, apart from that even though it can't be helped i've always felt a bit embarassed about having difficulty with colours. But now i really want to start focusing on colour particularly because i want to create nice pixel art and that requires a good understanding of colour.

So if your colour blind what tools, methods etc do you use when working with colour? or if your not is there some way i can pick a colour and be fairly certain of what it is without going by eyesight alone? it's no like i only see black and white or something it's just some shades are particularly difficult to distinguish between for me.

13
General Discussion / help creating colour palettes
« on: October 10, 2009, 01:18:41 pm »
Hi, i was wondering if anyone would be able to help explain something for me regarding colour palettes.
I've been doing a fair bit of browsing lately to help me with colouring pixel art and i came across a tutorial on OpenGameArt.org that advises using the following as guidelines when creating your colour ramps;

"- The darker it gets, the greater the saturation
- The lighter it gets, the less the saturation
- The darker it gets, the more blue your hue becomes
- The lighter it gets, the more yellow your hue becomes"

The tutorial uses HSL for picking colours, and i was just wondering what exactly is meant by making the hue more blue or more yellow?
say i had my sliders etc infront of me to change the Hue, Saturation and Luminosity what would i do? am i increasing the hue up or down in a certain directions, or am i jumping straight to the blue hues, or perphaps something completely different?

If it's not too much trouble i'd really appreciate it if anyone could step me through the process of taking a colour and making it more blue or more yellow using HSL
although i'm not sure it would be necesary it's probably really simple i'm just a bit...confused about it

any help would be much appreciated
Thanks

14
Pixel Art / Re: [WIP] Character animations for C+C
« on: October 08, 2009, 12:14:37 pm »
You reference pick has me kinda curious, what method do you use to create your sprites? I've heard mentioned that some people create a vector animation export it their desired size then do extensive tweaking till they are happy with it - you wouldn't happen to have used a similar method would you?
I'm Just wondering, because i was considering the vector method myself but i haven't really seen alot of examples of it around.

In regards to your animations the only thing not already mentioned that seems a little awkward in my opinion is that the head is always looking in the same direction for each motion and with so much movement going on in everything else it makes her head seem a bit stiff by comparison? maybe making her head change angle slightly for an atleast one or two actions may help - of course i'm no expert though. Anyway thats my thoughts, aside from that they look very impressive.

15
Pixel Art / Re: Platform game stairs help
« on: October 02, 2009, 01:24:01 pm »
Heh, for some reason i always seem to forget about the Castlevania game for the genesis

Well here are some examples - i'm not sure they're quite failures it's just that if you placed one above the other leaving space for a character to walk (which might be done if you had a tower level where the player progresses upwards) then the perspective seems to get quite awkward - atleast thats the impression i get, although i may just be being picky. If they are only used for  the very bottom ground of a level then they could maybe work alright i think. perphaps the sort of level design i'm thinking of doesn't really work very well with this sort of view, i may yet decide to try going for a full side view instead i suppose.








16
Pixel Art / Platform game stairs help
« on: October 02, 2009, 09:03:30 am »
Hi, i was wondering if anyone would be able to offer any help, opinions etc in a dilemma I'm trying to figure out at the moment.
You see i'm planning to make a Castlevania inspired patform game and most of the castlevania games take a directly side on view, i can think of only two games off of my head that aren't mostly straight on side view - those being Super Castlevania IV and Castlevania Dracula X for the snes. However i really like how the 2 snes games platforms are not directly side on because it feels like the player is more inside the terrain rather than sitting on top of it.

As a very basic example this is sorta the kind of platforms i'm going for

 as opposed to this


I wanted the level design to be similar to Castlevania SOTN but  I'm having some difficulty creating stair shaped slopes that are suited to this kind of platform view without it throwing things off considerably, and making the overall view look awkward or the platforms strange.

so i was wondering if anyone has any ideas or could offer some advice as to how i could approach making levels with stairs like this - even if you know of some games that might be close to what i'm after that i can look at it would be a graet help.
Or perphaps i should drop the stairs idea completely? i've seen quite a few castle themed levels in other games that either have no slopes at all or just use ramps instead
any help would be much appreciated. 
Thanks

17
General Discussion / Pixelling Textured objects Help
« on: September 22, 2009, 10:17:34 am »
I've been looking at the background art in some of the Castlevania games lately and i was just wondering what the best way to approch pixelling brickwork and stone architecture etc that has very unique patterns or texture to it would be.
A simple example would be a tiled wall that is made of marble, or a more complex example might be a gargoyles head carved from marble.

Alot of the colouring tutorials that i've seen either cover drawing characters with fairly smooth textureless surfaces or a single block of texture but nothing that combines the two together into a complex form with a distinct surface or pattern. So i'm just curious as to how i should approach something like this - should i define the form of the object and the texture/pattern seperately then somehow combine them together or is the whole problem best tackled as one.

any help and advice is much appreciated
thanks

18
General Discussion / program for creating game background help
« on: September 14, 2009, 09:56:52 am »
Hi, i was  just curious is there is a way to get a program like Photoshop or Graphics Gale (free edition) to display a repeated preview of the tile your working on as your editing it? I was playing around in graphics gale on  a 32x32 pixel background tile and loooking at the preview set to actual size i couldn't help wondering if there was someway i could get it to dispay what i'm working on tiled along all that empty space? if there isn't any way to get it to display like this are there any freeware programs out there that can do this because it would be of great help to me?

any assistance is appreciated
thanks

19
Pixel Art / Re: Making Castlevania Style sprites
« on: May 28, 2009, 05:14:06 pm »
Just the other day i decided to download SoTN on my Xbox 360, at first i didn't really think it was all that great but i'm currently up to the inverted castle and my opinions gradually changing - the regular baddies certainly seem alot more alive than any of the DS titles - can't really say the same for the bosses though.The area designs are exceptionally good and quite intricate but there were some I found just painfull to look at - in my opinion the clocktower looked horrid.   

as an aside I'm afraid you wont find me calling SoTN the BEST Castlevania game  - My first encounter with castlevania was with the Belmont's and i have a personal preference for the ol' whip weilding clan of vampire hunters - I really wish they'd throw another Belmont in lead role again, they seem to be rather elusive lately and practically going extinct.





20
General Discussion / Re: Using 3D models to trace pixels?
« on: May 26, 2009, 10:43:20 am »
Mike said way back at the start of  this topic "I've also been told that the sprites in Symphony of the Night used 3D models, but that I don't believe."

I know this is an old topic but i can't help being curious - where did you hear the idea that Castlevania SoTN's sprites are based of 3D Models?

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