AuthorTopic: Mockup Frenzy #8: Megaman!  (Read 255755 times)

Offline AlexHW

  • 0100
  • ***
  • Posts: 1037
  • Karma: +0/-0
    • View Profile
    • AlexHW

Re: Mockup Frenzy #8: Megaman!

Reply #130 on: August 27, 2008, 06:20:41 pm
when i get some more time, ill see if there is anything i can do to help make things clearer without conflicting with the intended look. the use of lines is a good suggestion, maybe not in the alignment of the tiles but maybe i can experiment with th euse of lines within the details of the tiles.. that sounds like it might help other's concerns

Offline Helm

  • Moderator
  • 0110
  • *
  • Posts: 5159
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: Mockup Frenzy #8: Megaman!

Reply #131 on: August 27, 2008, 10:05:56 pm
Alex also perhaps a simple visual cue: where the plater can stand, the top of the tile has a brighter single pixel line!

Offline ptoing

  • 0101
  • ****
  • Posts: 3063
  • Karma: +0/-0
  • variegated quadrangle arranger
    • the_ptoing
    • http://pixeljoint.com/p/2191.htm
    • View Profile
    • Perpetually inactive website

Re: Mockup Frenzy #8: Megaman!

Reply #132 on: August 27, 2008, 10:15:04 pm
little update, still only 2 background palettes.

There are no ugly colours, only ugly combinations of colours.

Offline rdcarvallo

  • 0001
  • *
  • Posts: 13
  • Karma: +0/-0
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #133 on: August 28, 2008, 04:40:40 am
Mockup for Dinamite Man stage.



Ptoing's micro-mega-man is very nice!

Offline Jakten

  • 0010
  • *
  • Posts: 250
  • Karma: +0/-0
  • The Bionic Vapor Boy
    • View Profile
    • Levitating Rocksquatch

Re: Mockup Frenzy #8: Megaman!

Reply #134 on: August 28, 2008, 09:51:30 am
I was always under the impression that NES worked with 16x16 tiles and could only use 3 colours for the entire character sprite. I am pretty sure I have to many colours in this though, I'm trying to figure out how to fix it. Heres what I have so far.

Offline Rosse

  • 0010
  • *
  • Posts: 181
  • Karma: +2/-0
    • ssero
    • bluecrystalrod
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #135 on: August 28, 2008, 10:46:08 am
Thanks a lot, ptoing. I learned much from your edit. I used 2 palette-rows for this so far. Not sure about the dithered gradients (old vs. new), tho...



This vucking color management ensures headache. I set my photoshop (pixeling on MacBook) to "no color management". Now, I hope you can see the colors like I do.

Offline Zccc

  • 0001
  • *
  • Posts: 48
  • Karma: +0/-0
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #136 on: August 28, 2008, 11:59:26 am

Finished my first mockup. I'm going to do three more, including the boss one.

All of yours mockups look great!

Offline ptoing

  • 0101
  • ****
  • Posts: 3063
  • Karma: +0/-0
  • variegated quadrangle arranger
    • the_ptoing
    • http://pixeljoint.com/p/2191.htm
    • View Profile
    • Perpetually inactive website

Re: Mockup Frenzy #8: Megaman!

Reply #137 on: August 28, 2008, 12:47:02 pm
Looks like you are going for parallax layers. That would not be possible like you did it on the NES.
There are no ugly colours, only ugly combinations of colours.

Offline Zccc

  • 0001
  • *
  • Posts: 48
  • Karma: +0/-0
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #138 on: August 28, 2008, 01:29:34 pm
It's not really parallax, there's just a pillar behind the other in front, but it's not meant to cicle in diferent speed.

Offline ptoing

  • 0101
  • ****
  • Posts: 3063
  • Karma: +0/-0
  • variegated quadrangle arranger
    • the_ptoing
    • http://pixeljoint.com/p/2191.htm
    • View Profile
    • Perpetually inactive website

Re: Mockup Frenzy #8: Megaman!

Reply #139 on: August 28, 2008, 01:35:48 pm
What I meant is the red beehive thing. They are not restricted to 8x8 tileborders, so you have too many colours in a few tiles.
There are no ugly colours, only ugly combinations of colours.