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Messages - rikfuzz
Pages: 1 ... 3 4 [5] 6 7 ... 41

41
General Discussion / Re: Post your (real) desktop!
« on: February 16, 2015, 12:10:38 pm »

42
2D & 3D / Re: Pixel art Skybox in 3D
« on: February 16, 2015, 12:01:14 pm »
The original Doom / Doom 2 didn't, it's only the newer ports that behave differently.
I take it this was in reply to my post. You are remembering stuff wrong.

Well, I stand corrected!


43
2D & 3D / Re: Pixel art Skybox in 3D
« on: February 14, 2015, 01:06:38 am »
The original Doom / Doom 2 didn't, it's only the newer ports that behave differently. 

44
2D & 3D / Re: Pixel art Skybox in 3D
« on: February 13, 2015, 07:33:53 pm »
I think Surt is right - Doom method definitely sounds like it's most suited.  Has no distortion (in the original version, at least not sure about source ports).

Combined with RAV's idea of layering, could work very well for space.  Rather than distorting the pixel art, can have some individual sprites on top for debris/planets/asteroids with individual positions based on imaginary 3d position but still drawn flat.  (So they'll still move faster near the edges but without getting skewed).

Think you're gonna have to experiment, but sounds like the way to go for pixel art to me.

45
General Discussion / Re: CVLT OF TIAMAT mk2
« on: February 10, 2015, 10:05:23 am »
Don't care if you're trolling or genuinely got mental health problems, you're really making it a hassle to wade through this shit. 

46
General Discussion / Re: Dev tools
« on: February 09, 2015, 10:31:40 am »
For a lot of tools I need, I generally manage to make a photoshop action or something to half way alleviate the repetitive dull tasks that take time away from drawing. 

Recently I found myself needing to scale down a lot of tiles, with anti-aliasing - but no bleeding between tiles / over the grid lines.  I thought I'd have to split my psd into individual tiles and then scale them all individually, but any tiles with transparency still had fuzzy edges after reszing.  Pretty frustrating.  Changing to 'bilinear' scaling seemed to fix it though, without needing to split it all up first.

Other interesting tools I've found and use:

Shoebox has a bunch of super useful tools in one package. (Extract unique tiles from screenshot, pack images to spritesheet, extract textures, all sorts of misc stuff.
http://renderhjs.net/shoebox/
(I recently had to export 300 sprite parts from a PSD, again and again for a heap of colour variations, so instead I exported all once, packed a sprite sheet to apply the colour variations to, and unpacked the modified spritesheets. Saved countless of the dullest hours.  Probably could have set things up better in advance, but it wasn't my PSD, so I had to work with how it was already set up). 

I bought this on Steam, but haven't tried it yet:
http://autotilegen.com/
Looks great for making all the variations needed for a full tileset.

Rotsprite for nice scaling/rotating of pixel art. 
http://info.sonicretro.org/RotSprite

Currently using Tiled as map editor.  Pretty nice. 
http://www.mapeditor.org/


47
Pixel Art / Re: cpc animalmen
« on: February 08, 2015, 12:12:50 am »
These are really cute, I like it a lot, and don't see much wide pixel stuff these days.

Small tip for anyone working with wide pixels or making edits in photoshop...
in the menu:
view > pixel aspect ratio > anamorphic 2:1
Then you can draw directly in wide-pixel mode, turning 'Pixel Aspect Ratio Correction' on and off as you like from the same menu.

(I don't think aspect ratio data is used in browser tho, so you still have to resize to 200% x 100% before uploading). 


48
Sounds like there might be something interesting in there somewhere, but judging by the intentional obscurity, probably not.

49
Pixel Art / Re: UPDATE: Pterodactyl Mobile Suit Design ~ OCTO FORCE
« on: February 06, 2015, 02:14:28 pm »
Oh.  What a shame.   :(

For what it's worth I don't think the content of LD's reply was likely to cause offence. 

Thoughtmachine is right that there is a good ratio of time-spent vs refined-enough, that varies from artist to artist, project to project, but obviously crit is gonna be external to that.  Definitely nothing to be frustrated about. 


50
2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 02, 2015, 02:11:51 pm »
PR is such a fantastic animator - and I really like his art style, but his usual black outlines can be a bit distracting for me sometimes, so it's cool to see a lot of this using no outlines at all.  Not sure if that's Ivan Dixon's influence or not, but I like it. :) 


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