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879254 Posts in 32971 Topics- by 24360 Members - Latest Member: bbolton

May 23, 2013, 03:52:47 PM
TIGSource ForumsDeveloperCreativeArtMockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 807444 times)
Dugan
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« Reply #4425 on: February 08, 2012, 06:05:48 AM »

I've been playing with made up restrictions using a garish 16 color palette (light and dark red, yellow, green, cyan, blue and magenta plus black, white and 2 grays).

Screen is 160x240 with one colour per 8x8 tile/sprite. Pew! ♥




Awesome ZX Spectrummyness  Beer!
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wademcgillis
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« Reply #4426 on: February 08, 2012, 09:01:33 AM »

I stopped development of my game because of Kevin's pictures. If your game doesn't have good graphics, why should you continue development? Kevin's pictures beat the graphics of my metroid-ish game by a lot. His game wins, so I gave up.

 Smiley
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Lizardheim
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« Reply #4427 on: February 08, 2012, 09:30:11 AM »


shameless pagebump
« Last Edit: March 11, 2012, 05:29:59 AM by Lizardheim » Logged
Kevin
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« Reply #4428 on: February 08, 2012, 09:49:56 AM »

haha thanks guys! ♥

peanutbuttershoes: I agree, actually. I made some changes that hopefully take care of it:


(Still fine tuning the tiling, but you get the idea)

Kramlack: Haha! Full game... you're so silly. ♥ (Seriously though, maybe).

Geti: I'm playing it pretty loose on that end, so... we'll say the latter. If I ever do anything with this, I plan to allow for particles and sprite rotation and stuff, so...

Dugan: I actually thought about using the Speccy's palette, but based on the examples I found, its darks are just too bright. I'm happy it still gives off that vibe!

Wade McGillis: GET BACK TO WORK!
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DrDerekDoctors
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« Reply #4429 on: February 08, 2012, 02:46:21 PM »

I've been playing with made up restrictions using a garish 16 color palette (light and dark red, yellow, green, cyan, blue and magenta plus black, white and 2 grays).

Screen is 160x240 with one colour per 8x8 tile/sprite. Pew! ♥


Mmm... Spectru-yummy! Smiley
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happymonster
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« Reply #4430 on: February 09, 2012, 02:03:17 PM »

Lovely Speccy look. Smiley

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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
Kramlack
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« Reply #4431 on: February 09, 2012, 03:10:08 PM »

@Kevin: Would it be possible to change the colours between the two ground tiles, like so? I think it helps give a bit of depth this way.

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wademcgillis
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« Reply #4432 on: February 09, 2012, 03:36:37 PM »

@Kramlack:
a garish 16 color palette (light and dark red, yellow, green, cyan, blue and magenta plus black, white and 2 grays).

He could try dark yellow, but not brown.
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peanutbuttershoes
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« Reply #4433 on: February 09, 2012, 06:26:40 PM »


(Still fine tuning the tiling, but you get the idea)

Yeah, that is TONS better. Hand Thumbs Up Right
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Kevin
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« Reply #4434 on: February 10, 2012, 12:52:43 AM »

@Kevin: Would it be possible to change the colours between the two ground tiles, like so? I think it helps give a bit of depth this way.

Hmm... Agreed. I tried it out, actually, using dark yellow like Wade suggested but my current dark yellow is too bright. I worked on the tiling and managed to achieve a look I'm mostly happy with, but I'll experiment a bit more and see what happens.
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Kramlack
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« Reply #4435 on: February 10, 2012, 03:24:29 AM »

@Kramlack:
a garish 16 color palette (light and dark red, yellow, green, cyan, blue and magenta plus black, white and 2 grays).
He could try dark yellow, but not brown.

Herp derp, I missed that. My bad.

Hmm... Agreed. I tried it out, actually, using dark yellow like Wade suggested but my current dark yellow is too bright. I worked on the tiling and managed to achieve a look I'm mostly happy with, but I'll experiment a bit more and see what happens.

Well if you like it, then by all means, stick with it. It's really just my opinion that I think it would give it a nicer feel of depth with some tiles being darker.
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nexus
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« Reply #4436 on: February 10, 2012, 06:34:09 AM »



reminded me of this http://2.bp.blogspot.com/-ewUlVZf-KDQ/TmoxqkKL8ZI/AAAAAAAAAS0/ge7nxihDeLU/s1600/Scumbag_wallpaper1920x1080.jpg

and yeah, im 2 years late. was just looking through all of these images.
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saint11
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« Reply #4437 on: February 12, 2012, 05:04:32 AM »

Just a completely random mockup I just did:


Why do I always draw astronauts in my game ideas? WTF
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ANtY
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« Reply #4438 on: February 12, 2012, 05:10:31 AM »

Just a completely random mockup I just did:


Why do I always draw astronauts in my game ideas? WTF
Cuz they smell funny  Durr...?

I like your mockups style
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Manuel Magalhães
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« Reply #4439 on: February 12, 2012, 07:00:32 AM »

I stopped development of my game because of Kevin's pictures. If your game doesn't have good graphics, why should you continue development? Kevin's pictures beat the graphics of my metroid-ish game by a lot. His game wins, so I gave up.

 Smiley
While I think graphics are important for a game, you shouldn't give up because of that. Practice makes it perfect, or team up with an artist. Smiley
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