Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - djork
Pages: 1 [2] 3

11
Commercial Critique / Re: Commercial Critique - Dodonpachi
« on: June 05, 2007, 03:22:27 pm »
There are many games which do it just as well or some things even better. Ever played Metal Slug? (up to 3 all the newer ones are meh)

I shouldn't have been quite so broad in my statements :)  Metal Slug certainly does look as well done if not better than DoDonPachi, but among SHMUPS, this one is hard to top.  I think that's fair to say.

12
Commercial Critique / Re: Commercial Critique - Dodonpachi
« on: June 05, 2007, 02:43:37 pm »
I know I'm a barely-double-digit-post-newb here but I think the edit above is downright sacrilege.  DoDonPachi is the pinnacle of hand-drawn pixel art in gaming, as far as I'm concerned.  I haven't seen a better collection of incredible unit designs, effects, animations, backgrounds, and overall "feel."  It's usually the first place I go to use as a reference on drawing rocks, grass, buildings, tanks, fire, and basically anything else that appears in the game.

13
Pixel Art / Re: Takin' out the trash
« on: November 07, 2006, 01:31:41 pm »
This is a masterpiece.  If you're not making game art and being paid very well to do it, you should be.

14
Pixel Art / Re: [WIP] Something feminine
« on: November 07, 2006, 12:37:01 pm »
The walking animation just needs a touch of bounce... (to the whole thing, pervs!)  Imagine the top of her head making a sine wave as she walks along.

15
Pixel Art / Re: Sub-pixel by hand? Silly little experiment.
« on: September 08, 2006, 08:47:46 pm »
Here's one more I did to demonstrate the technique to a coworker.  You can do a lot with 2 pixel-wide fonts :)


16
Pixel Art / Sub-pixel by hand? Silly little experiment.
« on: September 08, 2006, 05:18:56 pm »
This is just a little experiment.  Not really art, I guess.  Anyway... this little diagonal line is exactly 1.33 pixels, or 4 sub-pixels, wide.  It only works on an LCD screen as far as I know.  The goal is to use the individual red, green, and blue components of a pixel as pixels themselves.  I tried to do a little bit of anti-aliasing, but it's kind of an unusual mental exercise to draw this way anyway, and it was late.

Without further ado:



I want to make a sub-pixel game in a 32 x 32 square, with an effective resolution of 32 x 96 due to the extra horizontal accuracy.

Here's two more... a sub-pixel chain or helix, and a curvy variation.  Keep in mind that the strip of colored pixels is only 2 pixels wide...




17
Pixel Art / Re: Explosion for in my game
« on: August 24, 2006, 08:09:46 pm »
I think the explosion portion is just right, but the smoke/dissolve phase is too fast.

18
Pixel Art / Re: Explotion for in my game
« on: August 23, 2006, 03:32:26 pm »
Don't make it simply recede back into a smaller blob of orange.  After it gets to the big fiery ball stage (mid-way through your animation) make it turn into smoke and fade/drift/dissolve slowly... perhaps twice the number of frames in the initial explosion itself.

19
Pixel Art / Re: Meh. A face. (edited)now with bearded man
« on: August 21, 2006, 05:21:16 pm »
This must be a troll :)

20
Pixel Art / Re: Tiamat (WIP)
« on: August 18, 2006, 08:59:26 pm »
Like the Marduk, Son of Ea, Slayer of Tiamat Tiamat?

Pages: 1 [2] 3