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I have 5 months' holiday.
I'm making a game, "Le Scaphandrier".
This thread is dedicated to the graphics and... more importantly, the pixel art wallpaper I'm working on.
It's a 1280x800 resolution.
I have divided my workload into 16 320x200 formats.
Hopefully, the wallpaper should be done by the end of my holidays.
Anyway, I hope my updates pump a bit more activity in here:
Okay, so this is in deep water. To the right, clouds appear in the water: it's like there isn't water there, but a sky.
LET THE INTENSIVE DICK-SWINGING COMMENCE.
(i shall create a game thread once i have some sprites and an actual engine going, so for now this is the only thread.)
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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The clouds look nice, but the rest looks terrible. I'm assuming that it's a WIP, though, so, it's all good.
Not much to comment on, but what's actually done looks good.
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Maybe it's just because it's a WIP, but the clouds look like they're in the sky, not underwater. Maybe give them a slight blue tint?
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the clouds are in the sky! imagine a sky in water, and not a sky you can see through water. that's what's happening.
update:
still fighting with the dithering
this is the top-right corner of the canvas, the blue is the vastness of the depths of the ocean
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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This post is more focussed on the mockup I've started.
Here it is:
The palette is a tweaked version of Arne's palette, since I tried to make it more like the C64's palette.
I'll keep it regularly updated.
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Update on the tileset:
Yes, that's a Star Ocean: Blue Sphere tileset I'm copying. I'm supposed to be creating dead coral reefs/rocks, not leaves, hurr hurr
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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looks really neat, i should check back more often!
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thanks man!
here's an update on the first parcel of my wallpaper:
i'm spending far too much time on it :/
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
What you've got done is looking really nice.
The dithering looks a lot better than the solid color before.
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thanks!
here's an update on the finished tile set:
it'll need tweaking as you'll see in the mockup's next update.
(also please don't use this, thanks)
quick preview:
what do you think of the darker one blending into the lighter one?
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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05-27-2011, 05:54 PM
(This post was last modified: 05-27-2011, 05:54 PM by thernz.)
I think it's a bit harsh and abrupt, but I think you could get some interesting texture if you keep it that way.
"I feel real good, I look even better, I make a burlap sack look like a cashmere sweater."
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ok, i'll see what i can do about texturing.
here's a tile update, i now have some seabed tiles:
this is the new diver sprite.
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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you
are
oh my god
amazing.
There is barely anything and I can see it is beautiful.
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wow, thanks a lot key, haha :p
update on hud, plus tiles. i've made the hud brown so that it goes with the diver, plus brown contrasts well with blue.
once i finish the right side, i'll post it on pixelation.
i still think the tiles could do with a bit of optimization but they'll do for now!
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Nice progress, this is really shaping up. You're right about optimization, it looks ever so slightly JPEG'd but I'm sure that's fixable.
The ocean floor is looking good!
I'm curious as to what other sections in the game would look like: variations on this tileset, or other tilesets?
Now it looks reasonable advanced, I'll be starting on the programming soon. I was discussing potential scrolling problems with a friend and it seems there may a workaround: use a border around the play area, same width as the tiles. Perhaps have the hud surround the play area?
I manage an emulation project called Chip16, check it out!
Peace!
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