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Messages - buddy90
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21
Pixel Art / Re: People on the move
« on: September 28, 2010, 06:38:29 am »
This is simply beautiful. The only thing I noticed is that the bull, compared to the people, is more the size of an elephant. People are usually taller than bulls. Of course, it looks pretty good as it is, so maybe this might be a time when you should ignore realism.

22
Pixel Art / Re: Steam Quest MockUp
« on: September 23, 2010, 06:15:30 pm »
That background is WAY too noisy. Remove some layers.

23
Pixel Art / Re: NES Mock Up
« on: September 19, 2010, 08:21:23 pm »
Quote
But I'm guessing that would still take up one whole sprite palette?

Yes, it would.

24
Pixel Art / Re: NES Mock Up
« on: September 18, 2010, 12:16:36 am »
The motion blur would have to be the color, transparency, and 2 other colors. And then you only have 2 sprite palettes left for everything else. Ofcourse, you could re-use the old man palette and the motion blur palette on other things too.

It's a real pain, cause you can't just pick 16 colors and use em however you want like with old PC games.

So each sprite has to be 3 colors?  You couldn't choose to do the blur as a single- or dual-colored sprite?

No, you don't have to use all 3 colors. You have set what the palette would be in the programming, but you can use up to 4 colors, again, including transparency. So you can just use 1 color for the blur if you want.

25
Pixel Art / Re: NES Mock Up
« on: September 17, 2010, 05:32:39 pm »
No. You'd have to make use another sprite on top of it. So, if the old man was on an NES, the motion blur itself would have to be a different sprite altogether, with it's own palette.

If you really want to get technical and true to NES, all you can use is 4 sprite palettes, and each one has to have transparency as a color.
So...

Sprite palette #1 = Transparency + 3 colors
Sprite palette #2 = Transparency + 3 colors
Sprite palette #3 = Transparency + 3 colors
Sprite palette #4 = Transparency + 3 colors

So, the old man would use use Sprite palette #1, which is the skintone, red, black, and transparency. The motion blur would have to be the color, transparency, and 2 other colors. And then you only have 2 sprite palettes left for everything else. Ofcourse, you could re-use the old man palette and the motion blur palette on other things too.

It's a real pain, cause you can't just pick 16 colors and use em however you want like with old PC games.

26
Pixel Art / Re: Tree
« on: September 15, 2010, 06:31:54 pm »
Start back from this one.



This one was your best one. Try again with the leaves.

27
Pixel Art / Re: 16 Color Palette
« on: September 07, 2010, 09:11:44 pm »
Hm, you make a good point. The bottom 2 mock-ups seem to work much better with these sorts of palettes as opposed to the top two. I shall look for a more appropiate image test later.

Upon looking at Arne's palette and comparing it to mine, they are some similarities. Mainly, we share similar the 4 midtone red/blue/green/yellow colors. His has alot more greys and I have alot more browns in mine, though. Let's compare side-by-side.

Arne on top, mine on bottom.



28
Pixel Art / Re: 16 Color Palette
« on: September 07, 2010, 06:08:17 pm »
Yeah, I think you're right. I replaced the light purple with the cyan.



I still have a couple of days before the contest ends, so I guess I shouldn't rush it.

29
Pixel Art / Re: 16 Color Palette
« on: September 07, 2010, 05:31:55 am »
Ok, I think I've got this to the point where i want it for now, at least. I'm going to upload it to the pixeljoint context. Thanks again for the help guys! It certainly helped me.

30
Pixel Art / Re: [C+C] Side Scroller
« on: September 06, 2010, 11:14:10 pm »
You could just give more than 1 color to the sprites, you know. In most games where the sprites have 1 color, the background is usually one solid color. Like in space invaders. But your background is certainly not that simple, so why should your sprites be?

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