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Messages - Crazy Asian Gamer
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31
This piece looks sexy. MMmmm...

I don't understand the logic behind the face-outlining and lack of neck-outlining. It may look a bit weird there because it gives me the feeling that the neck is thinner than normal.
As for nebulae, draw it like clouds, only with random ambient lights and very chaotic ... things happening in it. In other words, I would take the colors you got and splurge semi-random pixels onto the piece. Just my opinion on how a nebulae is pixeled.

32
Pixel Art / Re: RPG sprites (groan again...)
« on: August 16, 2006, 02:01:40 am »
i think you eaither need to cut the straight white, or make everything brighter and more visible.
I see you, but strangely, it works well with the tiles I've got. But I'll try makin' them brighter anyways.
you might as well pretend its going to rock the world to the core, because if you say its going to suck then theres no chance of it being good.
I'm downplaying it so that when it comes out, there shall be massive orgasms across the nations.  ;)

33
Pixel Art / RPG sprites (groan again...)
« on: August 15, 2006, 12:29:28 pm »

Anyways, I just *might* be using these in a game...
...
Yes, you heard me, another stupid RPG.
Bah, I want to post tiles, but I'll do that later because I'm lazy. :)

Ah yes, I'm back from China guys. What's new?

34
Pixel Art / Re: Demon Within
« on: June 19, 2006, 05:37:08 am »
THX 4 CRITS
MOAR STUFF  ;D

edit:

took out cape in good taste
add sun subtract pyramid

NOTHER SCENE!:

35
Pixel Art / Re: Post-Apocalyptic Zombie Horror Madness
« on: June 13, 2006, 03:35:34 am »
It looks to me like the Hero is preparing to swing the bat, and have not just swung it and knocked the guy's brains out.
His waist augments to that illusion be looking like it's wound up and preparing to unleash great force to support the swing.
I say yes to the dead little girl. We're not about ethics here.  :D
The alley wall feels new. Crack it up a bit (more).
I love that color ramp.

36
Pixel Art / Re: wee green fatso
« on: June 13, 2006, 03:30:14 am »
OH!! speaking of weightless animations... this just came to mind... and is completely off topic... anyone ever play/see atelier iris (sp) from nippon ichi? holy smokes do those guys FLOAT!
Yeah!
It disappointed me too! The stills looked so nice, and it was the first 2D game being developed for the newer home consoles I've seen in ages... an RPG no less. I guess I pine a bit for the ol' SNES-type RPGs, haha.  ::)
I suspect all the floatiness has something to do with Japanese culture...

37
Pixel Art / Re: Cyberdyne Systems, Model T-800
« on: June 13, 2006, 03:27:08 am »
I personally like the simple gun design.
The right hand doesn't seem to be holding on the gun correctly. Make the elbow a bit more acute and get it so that the thumb would wrap around the gun.
Luv teh head.

38
Pixel Art / Demon Within
« on: June 13, 2006, 03:19:41 am »

Sorta sketchy lil' scene I did. uh... 10 col. yar.

39
Commercial Critique / Re: Commercial Critique June 06: Cave Story
« on: June 12, 2006, 10:11:38 pm »
Re: Thread Hijacking et al.:

Just keep in mind that the whole game was made by one person, including all the code, graphics and music. So go easy on poor Pixel here :)
....
That's not sane!  :o

40
Commercial Critique / Re: Commercial Critique June 06: Cave Story
« on: June 12, 2006, 02:47:52 am »
I tried to put this into the game though. Wouldn't work for some reason.
All the PBMs aren't exactly purely BMPs. They all have a file signature appended at the very end, and if the executable does not detect this signature, the game throws an error and flips out. The file signature appears to be "(C)Pixel", though I've yet to load up a Hex editor and confirm this.

(Yes, the following are JPGs. I just don't get web designers these days, and I'm too lazy to take my own screens, haha.)




These are 2 screens taken from the plethora of end-game screenshots. There are very strange differences between the two. The second is more profusely AA-ed than the first, which lacks AA in certain parts here and there. In the first screen, the bottom half seems to be sketched out and abandoned (this may be due to the number of colors there are, the fact that the bottom half is darker). Pixel seems to have used different palettes for Quote and Curly, because that are planty of shades to AA with on Curly that ever see a drop on Quote in the first, whereas in the second, shades are more frequently reused. Perhaps the first screen for the credits was actually a WIP?

Thread Hijacking:
I want to thank people for pointing this game out to me. Even if this CC doesn't pick up, much thanks. The game itself is bloody amazing. I'm fairly certain I can call it the best platforming I've ever laid hands on since the old-school megaman games on the NES.
Kudos to Studio Pixel. Madd kudos. Especially to the coder(s) and level designer(s). The game is incredibly well programmed, scripted, and designed.
Especially the Sacred Grounds/Hell, which boasts what's gotta be the most absorbing, tiring, spasmodic, relentless, and again, amazing level in a platformer I've ever played.
This game = WOW.
... WOW. Thank you guys. I would have never bothered to check out Cave Story if it wasn't for this board. (Heh, the name turned me off. It reminded me of some corny anime RPG, a genre that's been shamelessly exploited, sadly.)

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