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Messages - yrizoud
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311
Pixel Art Feature Chest / Re: Planning first!
« on: March 29, 2011, 12:47:19 pm »
I confirm, if this rempart is mostly horizontal, the horizon will be where the lines cross, way up above the picture.
To view a girl laying on a merlon like this, from above, the viewer has to be higher so you can't draw it as if it was viewed a human height.
Whatever you draw in the top left corner, it has to be seen from a point of view 3 meter above the girl.

I'd almost go three-point perspective on this, using a huge canvas during work since the vanishing points are very far off the picture.

312
Pixel Art Feature Chest / Re: Stuck with BG (18+ nudity)
« on: March 23, 2011, 02:39:41 pm »
Since you've detailed the girls entirely as if they were on a perfectly flat and horizontal ground, it's probably too late to add uneven ground or grass.

313
Devlogs & Projects / Re: D-Pixel (my paint program)
« on: March 15, 2011, 11:06:27 pm »
I don't think they meant for total layout customizability, because it means you need to implement the Forms designer of Visual Studio, and the user has to learn how to use it.
Your program already has the GUI graphics as plain image format (IIRC, from older version), so there's already a lot of fun that can be had, little annoyances that can be cured ("I don't like the bucket fill, I change it"), experiments to try and show.


314
Pixel Art / Re: Struggling with forest fade
« on: March 13, 2011, 02:46:53 pm »
In the earlier version, an issue was that the far trees had 'leaves' which were drawn as big as the closest detailed tree: the far tree was made of 5 "leaves" vertically, while the closer one was 14 leaves high.

315
Pixel Art / Re: C&C Platformer Walk
« on: March 11, 2011, 07:33:22 pm »
This is a very dynamic walk, at first I though it was a run where the character wasn't bending forward enough.
Too short legs / too long body will make him look awkward for many animations.

316
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: February 28, 2011, 10:29:43 am »
Hi I'm yrizoud;
I'm a software developer (for industries, nothing very fun), I had an Amstrad CPC and an Amiga when I was a kid, and I'm still very fond of games and graphics from the 80s-90s. I've always programmed rudimentary games, doing code and graphics. I spent two years drawing huge sprites for my own fighting game on the Amiga, the project failed and the sprites were mediocre, but at least I improved. The experience helped me program a successful remake of the arcade cabinet game "Vigilante", using the original's graphics. I tend to have good theoric knowledge of pixel art, but I really lack imagination and originality, which makes me more useful for final pixelling than concept art.
At the moment my graphic-related activity is mostly to maintain the painting program Grafx2, which is probably the best I can contribute to the pixel world  ;)

317
Pixel Art / Re: Creating tilesets for beat em up.
« on: February 20, 2011, 06:27:39 pm »
I think you missed one point: in CPC "mode 0", pixels are wider, the resolution drops from 320x200 to 160x200 while still occupying the same surface. When the programmer gave you 160x200 to work with, he intended the native pixels - so for example the 8x16 tiles are squares, visually.
If your painting program doesn't allow you to paint in native wide pixels, you double the widths - but it's up to you to remember that you need to double them everywhere : 160*2x200 canvas,  8*2x16 grid, etc.

318
Pixel Art / Re: Creating tilesets for beat em up.
« on: February 18, 2011, 11:06:16 pm »
About the tile space, the screen you showed was 80x200, not 160x200. You would have 2x more space available than you think.
However, you should make sure if you have that much space for *each* level, or if it's common scenery for the whole game.
In the former case there will be disk loading on level change, in the latter case you'd better re-use some tiles from former levels.

Do you have the necessary tools for good tile work ? I made my own "map to tiles+map" converter, but even a standard tool like the Mappy tile map editor can read a map image and count the unique tiles. It's handy if you have a modification to perform on one tile and want to propagate everywhere the tile was used.

319
At first I thought it was about "how to draw an ellipse", then I thought it was "can we draw a rotated ellipse", but in fact it's the specific skewing as recommended by iso tutorial:
The page "Basic shape construction", says:
Quote
The side circles however, need to be drawn and then skewed to fit the face as the animation shows."
(See last image of page http://pixel-zone.rpgdx.net/shtml/tut-isometric4.shtml)

Grafx2 doesn't have a skewing tool (transform a rectangular brush into parallelogram), but you can use the brush distort tool :
- draw an ellipse with the right width & height
- draw the target parallelogram somewhere, as a helper
- grab the ellipse as a brush
- Brush options / distort : click and drag the 4 summits of your ellipse so that each one is at a corner of the parellelogram. Right-click to end the operation.

In any case, such operation is really not pixel-perfect; it will have the proportions right, but you'll still need to clean the outline.

320
General Discussion / Re: grafx2. grab brush/object on layer.
« on: February 10, 2011, 03:07:07 pm »
Layers are unique and independent, almost all tools and effects can only read and write in the current layer.
I can't view your screen captures from here, but:

> when i create a new layer, then grab it, it draws a black square that covers the object

It sounds like you used the right mouse button to grab. It replaces the grabbed part by pixels of your current BG color. If this BG color is the same number as your image's transparent color, it really erases (becomes transparent, you see other layers below). But if it's a different color, it draws solid pixels in its place. It can be confusing if the image's transparent color is "black", and you also paint in "black" with an other color index.

> but does not select it and also grabs the object from layer1.

The brush-grabbing sees only one layer, so if you don't capture the brush that you expected, it means you grabbed from the wrong layer, or you had drawn the shape in the wrong layer.
Note that when you right-click the button of the currently active layer, it hides all others (or shows them back). It's very handy to check the content of a layer.

Here's a test image, it can help experiment with the tools:
http://grafx2.googlecode.com/issues/attachment?aid=6958252391428804566&name=12345678.gif&token=8b83c394aa744636d6150b1e670e153f
(Attachment from page http://code.google.com/p/grafx2/issues/detail?id=7#c26  , use button "download" because button "view" fetches a flat PNG copy.)
The "1" is written in layer 1, "2" in layer 2 etc. All the rest is transparent.

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