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Dugan
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« Reply #4425 on: February 08, 2012, 06:05:48 AM » |
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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 
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wademcgillis
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« Reply #4426 on: February 08, 2012, 09:01:33 AM » |
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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. 
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Lizardheim
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« Reply #4427 on: February 08, 2012, 09:30:11 AM » |
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« Last Edit: March 11, 2012, 05:29:59 AM by Lizardheim »
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Kevin
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« Reply #4428 on: February 08, 2012, 09:49:56 AM » |
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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 » |
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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! 
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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happymonster
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« Reply #4430 on: February 09, 2012, 02:03:17 PM » |
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Lovely Speccy look. 
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Kramlack
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« Reply #4431 on: February 09, 2012, 03:10:08 PM » |
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@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 » |
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@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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Kevin
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« Reply #4434 on: February 10, 2012, 12:52:43 AM » |
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@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 » |
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@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 » |
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saint11
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« Reply #4437 on: February 12, 2012, 05:04:32 AM » |
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Just a completely random mockup I just did:  Why do I always draw astronauts in my game ideas? 
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ANtY
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« Reply #4438 on: February 12, 2012, 05:10:31 AM » |
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Just a completely random mockup I just did:  Why do I always draw astronauts in my game ideas?  Cuz they smell funny  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 » |
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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.  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. 
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